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#version 400

layout (location=0) in vec3 VertexPosition;


layout (location=2) in vec3 VertexNormal;
layout (location=1) in vec2 VertexUV;

out vec3 Pos;

out vec3 Nor;


out vec4 ShadowCoord;
out vec2 UV;

uniform mat4 MV_Matrix;


uniform mat3 N_Matrix;
uniform mat4 MVP_Matrix;
uniform mat4 Shadow_Matrix;

void main()
{
Pos = vec3(MV_Matrix *vec4(VertexPosition,1.0));
Nor = normalize(N_Matrix * VertexNormal);
UV=VertexUV;

ShadowCoord=Shadow_Matrix*vec4(VertexPosition,1.0);
gl_Position=MVP_Matrix*vec4(VertexPosition,1.0);
}

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