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#version 330
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in vec3 position;
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in vec3 normal;
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in vec2 uv;
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out vec3 testo;
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uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 modelMatrix;
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void main(void) {
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
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testo = normal;
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}
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