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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));
}
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