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#version 440
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 uv;
layout(location = 2) in vec3 normal;
layout(location = 0) out vec2 out_uv;
layout(location = 1) out vec3 out_normal;
void main()
{
gl_Position = vec4(position, 1.0);
out_uv = uv;
out_normal = normal;
}
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