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uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform mat4 ModelViewMatrix;
uniform mat3 WorldNormalMatrix;
#ifndef ATTRIB
uniform mat3 NormalMatrix;
#endif
in vec3 pos;
in vec3 nor;
out vec3 worldPosition;
out vec3 viewPosition;
out vec3 worldNormal;
out vec3 viewNormal;
void main() {
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
viewPosition = (ModelViewMatrix * vec4(pos, 1.0)).xyz;
worldPosition = (ModelMatrix * vec4(pos, 1.0)).xyz;
viewNormal = normalize(NormalMatrix * nor);
worldNormal = normalize(WorldNormalMatrix * nor);
#ifdef ATTRIB
pass_attrib();
#endif
}
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