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#version 460 core
layout(location = 0) in ivec3 worldPos;
layout(location = 1) in float modelYaw;
uniform ivec3 viewPoint;
uniform vec3 centre;
out float vmodelYaw;
out ivec3 vworldPos;
void
main()
{
vmodelYaw = modelYaw;
vworldPos = worldPos - viewPoint + ivec3(centre);
}
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