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#version 330
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in vec3 position;
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in vec3 v_color;
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in vec3 v_norm;
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in vec2 v_uv;
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uniform mat4 proj_matrix;
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out vec4 color;
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out vec3 norm;
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out vec2 uv;
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void main()
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{
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color = vec4( v_color, 0.6);
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norm = v_norm;
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uv = v_uv;
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gl_Position = proj_matrix * vec4(position, 1.0) ;
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}
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