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#version 330 core
layout(location=0) in vec3 aPos;
layout(location=1) in vec2 aTex;

uniform mat4 Model;
uniform mat4 View;
uniform mat4 Projection;

out vec2 TexCoords;
out vec3 VertexWorldPos;

// @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));
  TexCoords = aTex;
};