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- #version 330 core
- layout(location = 0) in vec3 a_position;
- layout(location = 1) in vec3 a_normal;
- layout(location = 2) in vec2 a_texCoord;
- uniform mat4 u_mvp;
- uniform mat4 u_model;
- out vec3 v_normal;
- out vec2 v_texCoord;
- out vec3 v_worldPos;
- void main() {
- v_normal = mat3(transpose(inverse(u_model))) * a_normal;
- v_texCoord = a_texCoord;
- v_worldPos = vec3(u_model * vec4(a_position, 1.0));
- gl_Position = u_mvp * vec4(a_position, 1.0);
- }
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