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#version 460 core
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layout (location = 0) in vec3 _pos;
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layout (location = 1) in vec2 _tex;
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layout (location = 2) in vec3 _norm;
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uniform mat4 projection;
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uniform mat4 camera;
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uniform mat4 model;
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out vec3 pos;
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out vec3 norm;
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out vec2 tex;
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void main() {
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gl_Position = projection * camera * model * vec4(_pos, 1.0);
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pos = vec3(model * vec4(_pos, 1.0));
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norm = _norm;
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tex = _tex;
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}
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