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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
out vec3 fragNormals;
out vec3 fragPos;
out vec2 texCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat3 normalMatrix;
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uniform bool useNormalMatrix;
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void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0f);
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if (useNormalMatrix)
fragNormals = normalMatrix * aNormal;
else
fragNormals = mat3(transpose(inverse(model))) * aNormal;
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fragPos = vec3(model * vec4(aPos, 1.0));
texCoords = aTexCoords;
}