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#version 450
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layout(location = 0) in vec3 pos;
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layout(location = 1) in vec3 norm;
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layout(location = 2) in vec2 uv;
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layout(location = 3) in vec3 tangent;
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layout( push_constant ) uniform constants {
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mat4 view;
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} Camera;
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void main() {
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gl_Position = Camera.view * vec4(pos * 0.05, 1.0);
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}
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