Defucked defucked rendering
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@@ -1,7 +1,9 @@
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#version 430
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uniform mat4 MVP;
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uniform mat4 ModelMatrix;
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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 vec3 Normal;
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@@ -18,7 +20,7 @@ void main()
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{
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gl_Position = MVP * vec4(Position, 1.0);
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Output.Position = gl_Position.xyz;
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Output.Normal = normalize((ModelMatrix * vec4(Normal, 0.0)).xyz);
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Output.Position = vec3(V * M * vec4(Position, 1.0));
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Output.Normal = normalize(vec3(inverse(transpose(V * M)) * vec4(Normal, 0.0)));
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Output.TextureCoord = TextureCoord;
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}
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