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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTex;
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layout(location = 3) in mat4 modl;
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out vec3 normal;
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out vec2 texCoord;
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out vec3 FragPos;
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uniform mat4 view;
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uniform mat4 proj;
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uniform int uvMode = 0; // 0 = stretch, 1 = tile
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uniform vec3 tileScale = vec3(1.0);
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uniform vec2 uvOffset = vec2(0.0);
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void main()
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{
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FragPos = vec3(modl * vec4(aPos, 1.0));
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normal = aNormal;
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texCoord = (uvMode == 1 ? aPos.xy * tileScale.xy : aTex) + uvOffset;
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gl_Position = proj* view * modl * vec4(aPos,1.0f);
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}
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