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// Это код, который вы пишете и компилируете
// для видеокарты через OpenGL/Vulkan/Metal API
#version 300 es
layout (location = 0) in vec3 aPos; // Входная позиция из буфера
layout (location = 1) in vec3 aNormal; // Входная нормаль
uniform mat4 model; // Матрица объекта
uniform mat4 view; // Матрица камеры
uniform mat4 projection; // Матрица проекции
out vec3 FragPos; // Передается в Fragment Shader
out vec3 Normal;
void main()
{
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal;
gl_Position = projection * view * vec4(FragPos, 1.0);
}