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#version 430 core
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in layout(location = 0) vec3 position;
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in layout(location = 1) vec3 normal_in;
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uniform layout(location = 3) mat4 MVP;
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out layout(location = 0) vec3 normal_out;
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void main()
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{
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normal_out = normal_in;
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gl_Position = MVP * vec4(position, 1.0f);
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}
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