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#version 420 core
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in vec3 in_position;
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uniform mat4 u_view;
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uniform mat4 u_projection;
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out vec3 position;
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void main(void)
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{
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position = in_position;
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vec4 fPosition = u_projection * mat4(mat3(u_view)) * vec4(in_position, 1.0);
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gl_Position = fPosition.xyww;
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}
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