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#version 330 core

in vec3 position;
in vec3 normal;

out vec3 o_normal;
out vec3 o_frag_pos;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main() {
    gl_Position = projection * view * model * vec4(position, 1.0);
    o_normal = normal;
    o_frag_pos = vec3(model * vec4(position, 1.0));
}