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#version 330
layout (location = 0) in vec3 Position;
layout (location = 1) in vec3 Normal;
out vec3 CamNormal;
uniform mat4 ModelMat;
uniform mat4 PerspMat;
void main()
{
gl_Position = PerspMat * ModelMat * vec4(Position, 1.0);
CamNormal = (ModelMat * vec4(Normal, 0.0)).xyz;
}