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#version 330 core
layout(location = 0) in vec3 apos;
layout(location = 1) in vec3 anormal;
out vec3 pos;
out vec3 normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void
main(void)
{
pos = vec3(model*vec4(apos, 1.0));
normal = mat3(transpose(inverse(model)))*anormal;
gl_Position = projection*view*model*vec4(apos, 1.0);
}
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