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#version 330 core

layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 normal;

out vec3 FragPos;
out vec3 Normal;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
  gl_Position = projection * view * model * vec4(pos, 1.0);
  FragPos = vec3(model * vec4(pos, 1));
  Normal = normal;
}