lmao
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17
Shaders/OG_V.glsl
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17
Shaders/OG_V.glsl
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#version 330 core
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec2 texCoords;
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layout(location = 2) in vec3 aNormals;
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out vec3 FragPos;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec2 TexC;
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out vec3 Normal;
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void main()
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{
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FragPos = vec3(model * vec4(aPos,1.0));
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Normal = mat3(transpose(inverse(model))) * aNormals;
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TexC = vec2(texCoords.x,texCoords.y);
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gl_Position = projection * view * vec4(FragPos,1.0);
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}
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