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#version 330 core
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layout (location=0) in vec3 aPos;
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layout (location=1) in vec3 aNormal;
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layout (location=2) in vec2 aTexCoords;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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uniform mat4 norm;
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uniform mat4 light_space_matrix;
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uniform vec3 viewPos;
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out vec3 frag_normal;
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out vec3 fragPos;
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out vec4 frag_pos_light_space;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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fragPos = vec3(model * vec4(aPos, 1.0));
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frag_normal = normalize(mat3(norm) * aNormal);
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frag_pos_light_space = light_space_matrix * model * vec4(aPos, 1);
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}
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