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diff --git a/source/lessons/instanced_rendering/basic quads/shaders/refr.vs.glsl b/source/lessons/instanced_rendering/basic quads/shaders/refr.vs.glsl
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+#version 330 core
+layout(location=0) in vec3 aPos;
+layout(location=1) in vec3 aNormal;
+
+uniform mat4 View;
+uniform mat4 Model;
+uniform mat4 Projection;
+
+out vec3 Normal;
+out vec3 Position;
+
+void main() {
+ // @note: This is the calculation for getting the normal vector
+ // one that is unaffected by non-uniform scaling that is.
+ // look at the lighting chapter in learnopengl.com to understand this more
+ Normal = mat3(transpose(inverse(Model))) * aNormal;
+ Position = vec3(Model * vec4(aPos, 1.0));
+ gl_Position = Projection * View * Model * vec4(aPos, 1.0);
+};
+