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#version 460 core
include(`materialOut.glsl')
in vec3 rposition;
in vec2 texCoord;
layout(binding = 0) uniform sampler2D texture0;
uniform ivec3 viewPoint;
void
main()
{
gPosition = ivec4(viewPoint + rposition, 1);
gNormal = vec4(0, 0, 1, 1);
gAlbedoSpec = texture(texture0, texCoord);
}
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