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#version 330 core
uniform mat4 model_matrix;
uniform mat4 view_matrix;
uniform mat4 projection_matrix;
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 tex_coord;
layout (location = 3) in float light;
layout (location = 4) in float ambient_occlusion;
out vec2 frag_tex_coord;
out float frag_light;
out float frag_ambient_occlusion;
out vec3 surface_normal;
out float depth;
void main() {
vec4 world_position = model_matrix * vec4(position, 1.0);
vec4 view_position = view_matrix * world_position;
vec4 clip_position = projection_matrix * view_position;
gl_Position = clip_position;
frag_tex_coord = tex_coord;
frag_light = light;
frag_ambient_occlusion = ambient_occlusion;
surface_normal = (model_matrix * vec4(normal, 0.0)).xyz;
depth = clamp((length(view_position) - 75) / 125, 0.0, 1.0);
}
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