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diff --git a/source/lessons/lighting/shaders/light_subject.vs.glsl b/source/lessons/lighting/shaders/light_subject.vs.glsl
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+#version 330 core
+
+layout(location = 0) in vec3 position;
+layout(location = 1) in vec3 normal;
+layout(location = 2) in vec2 inTexCoords;
+
+uniform mat4 Model;
+uniform mat4 View;
+uniform mat4 Projection;
+
+out vec3 fragNormal;
+out vec3 worldPosition;
+out vec2 texCoords;
+
+void main() {
+ gl_Position = Projection * View * Model * vec4(position, 1.0);
+ worldPosition = vec3(Model * vec4(position, 1.0));
+ fragNormal = mat3(transpose(inverse(Model))) * normal;
+ fragNormal = normalize(normal);
+ texCoords = inTexCoords;
+}