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#version 330 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 normal;
out vec3 FragPos;
out vec3 LocalPos;
out vec3 Normal;
uniform mat4 model;
uniform mat4 lightView;
uniform mat4 projection;
void main()
{
gl_Position = projection * lightView * model * vec4(pos, 1.0);
// pass fragment position in world coordinates
FragPos = vec3(model * vec4(pos, 1));
LocalPos = pos;
Normal = normal;
}
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