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uniform mat4 ModelViewProjectionMatrix;
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
uniform mat3 NormalMatrix;
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
in vec3 pos;
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
in vec3 nor;
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
#ifdef OB_TEXTURE
in vec2 uv;
#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
out vec3 normal_viewport;
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
#ifdef OB_TEXTURE
out vec2 uv_interp;
#endif
void main()
{
#ifdef OB_TEXTURE
uv_interp = uv;
#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
normal_viewport = normalize(NormalMatrix * nor);
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
}
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