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in vec3 pos;
in vec3 nor;
/* Instance attrib */
in int probe_id;
in vec3 probe_location;
in float sphere_size;
uniform mat4 ViewProjectionMatrix;
flat out int pid;
out vec3 worldNormal;
out vec3 worldPosition;
void main()
{
pid = probe_id;
worldPosition = pos * 0.1 * sphere_size + probe_location;
gl_Position = ViewProjectionMatrix * vec4(worldPosition, 1.0);
worldNormal = normalize(nor);
}
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