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#version 330 core
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 vertexNormal;
out vec2 UV;
out vec3 norm;
void main()
{
gl_Position = vec4(vertexPosition_modelspace,1);
UV = (vertexPosition_modelspace.xy+vec2(1,1))/2.0;
norm = vertexNormal;
}
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