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+#version 330 core
+layout(location=0) in vec3 aPos;
+layout(location=1) in mat4 aOffset;
+
+// uniform mat4 Model;
+layout (std140) uniform Matrices {
+ mat4 View; // start: 0 // end: 16 * 4 = 64
+ mat4 Projection; // start: 64 // end: 64 + 64 = 128
+};
+
+// @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*aOffset*vec4(aPos, 1.0);
+}