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#version 450

layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec4 vertexColor;

layout(location = 0) out vec3 worldPosition;
layout(location = 1) out vec3 worldNormal;
layout(location = 2) out vec4 color;

layout(std140, binding = 1) uniform qt3d_command_uniforms {
  mat4 modelMatrix;
  mat4 inverseModelMatrix;
  mat4 modelViewMatrix;
  mat3 modelNormalMatrix;
  mat4 inverseModelViewMatrix;
  mat4 mvp;
  mat4 inverseModelViewProjectionMatrix;
};

void main()
{
    worldNormal = normalize( modelNormalMatrix * vertexNormal );
    worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) );
    color = vertexColor;

    gl_Position = mvp * vec4( vertexPosition, 1.0 );
}