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#version 410 core
layout(location=0) in vec3 pos;
layout(location=1) in vec3 v_normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 perspective;
out vec3 normal;
out vec3 frag_pos;
void main() {
gl_Position = perspective*view*model*vec4(pos, 1.0);
normal = v_normal;
frag_pos = vec3(model*vec4(pos, 1.0));
};
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