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#include <commons>
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layout (location = 0) in vec3 v_position;
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layout (location = 1) in vec2 v_texCoord;
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layout (location = 2) in vec4 v_light;
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layout (location = 3) in vec4 v_normal;
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out vec2 a_texCoord;
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uniform mat4 u_model;
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uniform mat4 u_proj;
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uniform mat4 u_view;
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void main() {
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a_texCoord = v_texCoord;
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gl_Position = u_proj * u_view * u_model * vec4(v_position, 1.0f);
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}
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