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#version 330 core
include(`meshIn.glsl')
layout(location = 5) in mat4 model;
include(`materialInterface.glsl')
uniform mat4 viewProjection;
void
main()
{
vec4 worldPos = model * vec4(position, 1.0);
FragPos = worldPos.xyz;
TexCoords = texCoord;
Normal = (model * vec4(normal, 0.0)).xyz;
Colour = colour;
Material = material;
gl_Position = viewProjection * worldPos;
}
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