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#version 330 core
in vec3 vertexPosition;
in vec3 vertexNormal;
out EyeSpaceVertex {
vec3 position;
vec3 normal;
} vs_out;
uniform mat4 modelView;
uniform mat3 modelViewNormal;
uniform mat4 mvp;
void main()
{
vs_out.normal = normalize( modelViewNormal * vertexNormal );
vs_out.position = vec3( modelView * vec4( vertexPosition, 1.0 ) );
gl_Position = mvp * vec4( vertexPosition, 1.0 );
}
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