Set up Renderer base and shader compilation
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec2 TextureCoord;
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layout(location = 2) in vec3 Normal;
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out VertexData{
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vec3 VertexPosition;
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vec3 Normal;
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vec2 TextureCoordinate;
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} Output;
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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Output.VertexPosition = Position;
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Output.TextureCoordinate = TextureCoord;
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Output.Normal = Normal;
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}
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