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- #version 330 core
- layout(location = 0) in vec3 position;
- layout(location = 1) in vec3 normal;
- uniform mat4 mMat;
- uniform mat4 vpMat;
- uniform vec3 camPos;
- out vec3 fragNorm;
- out vec3 fragPos;
- void main() {
- vec4 worldPos = (mMat * vec4(position, 1));
- fragPos = worldPos.xyz;
- vec3 worldNormal = mat3(transpose(inverse(mMat))) * normal;
- fragNorm = worldNormal.xyz;
- gl_Position = vpMat * worldPos;
- }
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