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#version 140
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uniform mat4 perspective;
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uniform mat4 view;
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in vec3 vertex;
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in vec2 tex_coords;
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in vec3 normal;
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out vec2 v_tex_coords;
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out vec3 v_normal;
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void main() {
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v_normal = normal;
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v_tex_coords = tex_coords;
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gl_Position = perspective * view * vec4(vertex, 1.0);
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}
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