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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_tex_coord;
- uniform mat4 u_mvp;
- uniform mat4 u_model;
- out vec3 v_normal;
- out vec2 v_tex_coord;
- out vec3 v_world_pos;
- void main() {
- v_normal = normalize(mat3(transpose(inverse(u_model))) * a_normal);
- v_tex_coord = a_tex_coord;
- v_world_pos = vec3(u_model * vec4(a_position, 1.0));
- gl_Position = u_mvp * vec4(a_position, 1.0);
- }
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