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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
out vec2 TexCoords;
out vec3 Normal;
out vec3 FragPos;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main()
{
TexCoords = aTexCoords;
mat3 normalMatrix = transpose(inverse(mat3(model)));
Normal = normalMatrix * aNormal;
//Normal = aNormal;
gl_Position = projection * view * model * vec4(aPos, 1.0f);
FragPos = vec3(model * vec4(aPos, 1.0));
}
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