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#version 410 core
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inTexCoords;
uniform Camera {
mat4 view;
mat4 proj;
vec4 viewPos;
} cam;
out vec4 Color;
out vec2 TexCoord;
void main() {
vec3 position = vec3(inPosition.x, inPosition.y / 2.0, inPosition.z);
gl_Position = cam.proj * cam.view * vec4(position, 1.0);
Color = vec4(inPosition.y / 100.0);
TexCoord = inTexCoords;
}
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