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feat: replace triangle test by cube
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@@ -8,15 +8,7 @@ uniform mat4 projection;
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uniform mat4 model;
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uniform mat4 view;
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out vec3 Normal;
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out vec3 FragPos;
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out vec2 TexCoords;
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void main()
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{
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FragPos = vec3(model*vec4(aPos , 1.0));
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gl_Position = projection*view*vec4(FragPos , 1.0);
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Normal = mat3(transpose(inverse(model)))*aNormal;
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TexCoords = aTexCoords;
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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