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							- #version 430
 
- layout (location = 0) in vec3 position;
 
- layout (location = 1) in vec2 tex;
 
- layout (location = 2) in vec3 normal;
 
- layout (location = 3) in vec3 tangent;
 
- uniform mat4 proj;
 
- uniform mat4 view;
 
- uniform mat4 model;
 
- uniform mat4 projViewShadow;
 
- out vec3 varPosition;
 
- out vec2 varTex;
 
- out vec3 varNormal;
 
- out vec4 varShadow;
 
- out vec3 varTangent;
 
- void main(void) { 
 
-     // transforming normals must not use the fourth dimension
 
-     // should be the inverse transposed matrix
 
-     varNormal = (model * vec4(normal, 0.0)).xyz;
 
-     varTangent = (model * vec4(tangent, 0.0)).xyz;
 
-     
 
-     varTex = tex; 
 
-     
 
-     vec4 modelPos = model * vec4(position, 1.0);
 
-     vec4 worldPos = view * modelPos;
 
-     varPosition = worldPos.xyz;
 
-     gl_Position = proj * worldPos;
 
-     varShadow = projViewShadow * modelPos;
 
- }
 
 
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