units
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#version 400
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inNormal;
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uniform mat4 MVP;
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uniform mat4 modelMatrix;
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out vec3 vNormal;
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out vec3 vWorldPos;
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void main()
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{
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vec4 wPos = modelMatrix * vec4(inPosition, 1.0);
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vWorldPos = wPos.xyz;
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vNormal = mat3(modelMatrix) * inNormal;
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gl_Position = MVP * vec4(inPosition, 1.0);
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}
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