update
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@@ -1,19 +1,19 @@
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#version 330 core
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec3 aN;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec3 vWorldPos;
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out vec3 vWorldNormal;
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void main() {
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vec4 worldPos = model * vec4(aPos, 1.0);
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mat3 normalMat = transpose(inverse(mat3(model)));
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vWorldPos = worldPos.xyz;
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vWorldNormal = normalize(normalMat * aN);
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gl_Position = projection * view * worldPos;
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}
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#version 330 core
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec3 aN;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec3 vWorldPos;
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out vec3 vWorldNormal;
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void main() {
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vec4 worldPos = model * vec4(aPos, 1.0);
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mat3 normalMat = transpose(inverse(mat3(model)));
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vWorldPos = worldPos.xyz;
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vWorldNormal = normalize(normalMat * aN);
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gl_Position = projection * view * worldPos;
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}
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