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#version 330 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec3 normal;
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layout (location = 2) in vec2 uv;
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uniform mat4 MODEL;
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uniform mat4 VIEW;
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uniform mat4 PROJECTION;
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out vec3 UV;
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out vec3 NORMAL;
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void main() {
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vec4 vertex = PROJECTION * VIEW * MODEL * vec4(pos, 1.0);
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gl_Position = vertex;
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UV = vec3(uv * vertex.z, vertex.z);
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NORMAL = (PROJECTION * VIEW * MODEL * vec4(normal, 0.0)).xyz;
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}
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