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#version 450
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// World to view projection matrix to correctly position the vertex on screen
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uniform mat4 WVP;
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// Matrix to transform normals from local into world space
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uniform mat3 N;
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// Position and normal vectors of the current vertex in local space
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// Leenkx packs the vertex data to preserve memory, so nor.z values are
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// saved in pos.w
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in vec4 pos; // pos.xyz, nor.w
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in vec2 nor; // nor.xy
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// Normal vector in world space
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out vec3 wnormal;
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void main() {
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wnormal = normalize(N * vec3(nor.xy, pos.w));
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gl_Position = WVP * vec4(pos.xyz, 1.0);
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}
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