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#version 330 core
layout(location = 0) in vec3 position;
out vert_t {
vec3 position;
} vert;
uniform mat4 projection;
uniform mat4 view;
void main(void)
{
vert.position = position;
mat4 rotate_view = mat4(mat3(view));
vec4 clip_position = projection * rotate_view * vec4(position, 1.0);
gl_Position = clip_position.xyww;
}
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