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#version 330 core
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layout (location = 0) in vec3 aPosition;
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layout (location = 1) in vec3 aNormal;
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uniform mat4 globalTransformation;
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// uniform mat4 modelTransformation;
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out vec3 normal;
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void main() {
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normal = aNormal;
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gl_Position = globalTransformation * vec4(aPosition, 1.0);
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} |