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#version 330 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texture_coords;
layout (location = 2) in vec3 normal;

out vec3 in_frag_pos;
out vec2 in_texture_coords;
out vec3 in_normal;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * model * vec4(pos, 1.0);

	in_frag_pos = vec3(model * vec4(pos, 1.0));
	in_texture_coords = texture_coords;

	// TODO: Do this using CPU for performance increase
	in_normal = mat3(transpose(inverse(model))) * normal;
}