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#version 330 core
// Inputs
layout(location = 0) in vec3 position;
layout(location = NORMAL_LOC) in vec3 normal;
layout(location = INST_M_LOC) in mat4 inst_m;
// Output data
out VS_OUT {
vec3 position;
vec3 normal;
mat4 mvp;
} vs_out;
// Uniform data
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
// Render loop
void main() {
vs_out.mvp = P * V * M * inst_m;
vs_out.position = position;
vs_out.normal = normal;
gl_Position = vec4(position, 1.0);
}