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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));
}
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