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attribute vec3 in_pos;
attribute vec3 in_norm;
attribute vec2 in_uv;

varying vec3 norm;
varying vec2 uv;
varying 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));
}