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#version 330
uniform mat4 modelViewMatrix;
uniform mat4 normalMatrix;
uniform mat4 projectionMatrix;
layout(location = 0) in vec3 vertex;
layout(location = 1) in vec3 normal;
out vec3 Position;
out vec3 Normal;
void main() {
Position = (modelViewMatrix * vec4(vertex,1)).xyz;
Normal = normalize((normalMatrix * vec4(normal,0)).xyz);
gl_Position = projectionMatrix * modelViewMatrix * vec4(vertex,1);
}
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