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#version 310 es
layout(std140) uniform uniform_buffer_object
{
mat4 u_model_view_projection;
float u_scale;
};
layout(location = 0) in vec4 a_position;
layout(location = 1) in vec3 a_normal;
layout(location = 0) out vec3 v_normal;
void main()
{
v_normal = a_normal;
gl_Position = u_model_view_projection * a_position * u_scale;
}
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