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