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fgdata/Shaders/HDR/model_chrome.vert

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GLSL
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#version 330 core
layout(location = 0) in vec4 pos;
layout(location = 1) in vec3 normal;
out vec3 vertex_normal;
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uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
void main()
{
gl_Position = osg_ModelViewProjectionMatrix * pos;
vertex_normal = osg_NormalMatrix * normal;
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}