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#version 330 core
layout (location = 0) in vec3 vertexPosition_modelspace;
layout (location = 1) in vec3 vertexColor;
layout (location = 2) in vec3 normal;
layout (location = 3) in vec3 texCoord;
out vec3 fragColor;
out vec3 fragNormal;
out vec3 fragVertex;
out vec2 fragUV;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
fragColor = vertexColor;
fragNormal = normal;
fragVertex = vertexPosition_modelspace;
fragUV = texCoord.st;
gl_Position = projection * view * model * vec4(vertexPosition_modelspace, 1);
}