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Dec 14th, 2019
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  1. #version 330 core
  2.  
  3. layout(location = 0) in vec3 position; 
  4. layout(location = 1) in vec3 normal;
  5.  
  6. uniform mat4 mMat;
  7. uniform mat4 vpMat;
  8. uniform vec3 camPos;
  9.  
  10.  
  11. out vec3 fragNorm;
  12. out vec3 fragPos;
  13.  
  14. void main() {
  15.  
  16.     vec4 worldPos =   (mMat * vec4(position, 1));
  17.     fragPos = worldPos.xyz;
  18.    
  19.     vec3 worldNormal =  mat3(transpose(inverse(mMat))) * normal;  
  20.     fragNorm = worldNormal.xyz;
  21.  
  22.     gl_Position = vpMat * worldPos;
  23. }
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