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GLSL

#version 330 core
layout(location = 0) in vec3 pos;
layout(location = 1) in vec2 texCoords;
layout(location = 2) in vec3 normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 proj;
out vec2 texCoord;
out vec3 normals;
out vec3 fragPos;
void main() {
texCoord = texCoords;
normals = mat3(transpose(inverse(model))) * normal;
fragPos = vec3(model * vec4(pos, 1.0));
gl_Position = proj * view * model * vec4(pos, 1.0);
}