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uniform mat4 transformationMatrix;
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uniform mat4 projectionMatrix;
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uniform vec3 light;
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layout(location = 0) in vec4 position;
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layout(location = 1) in vec3 normal;
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out vec3 transformedNormal;
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out vec3 lightDirection;
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out vec3 cameraDirection;
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void main() {
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/* Transformed vertex position */
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vec4 transformedPosition4 = transformationMatrix*position;
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vec3 transformedPosition = transformedPosition4.xyz/transformedPosition4.w;
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/* Transformed normal vector */
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transformedNormal = normalize(mat3x3(transformationMatrix)*normal);
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/* Direction to the light */
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lightDirection = normalize(light - transformedPosition);
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/* Direction to the camera */
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cameraDirection = -transformedPosition;
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/* Transform the position */
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gl_Position = projectionMatrix*transformedPosition4;
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}
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