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varying vec3 worldNormal;
// This is where actual shader code begins
void main() {
vec4 worldPos = UNI_model * ATTRIB_position;
gl_Position = UNI_proj * worldPos;
mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz);
worldNormal = model3 * ATTRIB_normal;
}
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