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