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+#version 330 core
+
+layout(location = 0) in vec3 in_pos;
+layout(location = 1) in vec3 in_norm;
+layout(location = 2) in vec2 in_uv;
+
+out vec3 norm;
+out vec2 uv;
+out vec3 frag_pos;
+
+uniform mat4 proj;
+uniform mat4 view;
+uniform mat4 model;
+
+void main() {
+ gl_Position = proj * view * model * vec4(in_pos, 1.0);
+ norm = in_norm;
+ uv = in_uv;
+ frag_pos = vec3(model * vec4(in_pos, 1.0));
+}