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+#version 330 core
+layout(location=0) in vec3 aPos;
+layout(location=1) in vec3 aNormal;
+layout(location=2) in vec2 aTex;
+
+// uniform mat4 Model;
+layout (std140) uniform Matrices {
+ mat4 View; // start: 0 // end: 16 * 4 = 64
+ mat4 Projection; // start: 64 // end: 64 + 64 = 128
+};
+
+uniform mat4 Model;
+
+out vec2 TexCoords;
+out vec3 VertexWorldPos;
+out vec3 FragNormal;
+
+// @note: I still do not fully understand how the FragNormal calculation works. Need to make sure I intuitively
+// get that
+
+void main() {
+ gl_Position = Projection*View*Model*vec4(aPos, 1.0);
+
+ VertexWorldPos = vec3(Model * vec4(aPos, 1.0));
+ FragNormal = mat3(transpose(inverse(Model))) * aNormal;
+ FragNormal = normalize(FragNormal);
+ TexCoords = aTex;
+};