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+#version 410 core
+
+// Vertex attributes
+layout(location = 0) in vec3 inPosition;
+layout(location = 1) in vec3 inNormal;
+layout(location = 2) in vec2 inTexCoords;
+
+// Uniforms
+uniform MVP_Matrices {
+ mat4 model; // TODO: make model a push constant/raw uniform
+ mat4 view;
+ mat4 proj;
+} mvp;
+
+// Outputs
+layout(location = 0) out vec3 fragWorldPos;
+layout(location = 1) out vec3 fragNormal;
+layout(location = 2) out vec2 fragTexCoords;
+
+void main() {
+ fragWorldPos = vec3(mvp.model * vec4(inPosition, 1.0));
+ fragNormal = mat3(transpose(inverse(mvp.model))) * inNormal;
+ // fragNormal = inNormal;
+
+ fragTexCoords = inTexCoords;
+
+ gl_Position = mvp.proj * mvp.view * mvp.model * vec4(inPosition, 1.0);
+}