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#version 330 core
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// Input vertex attributes (from the VAO)
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layout(location = 0) in vec3 aPos; // Vertex position
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layout(location = 1) in vec3 aNormal; // Vertex normal
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layout(location = 2) in vec2 aTexCoords; // Vertex texture coordinates
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layout(location = 3) in int aTexIndex; // Texture index (integer)
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// Uniforms
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uniform mat4 uMVP; // Model-View-Projection matrix
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uniform mat4 uModel; // Model matrix
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// Output variables to the fragment shader
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out vec2 TexCoords; // Passed texture coordinates
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flat out int TextureIndex; // Passed texture index
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void main()
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{
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// Transform vertex position to clip space
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gl_Position = uMVP * vec4(aPos, 1.0);
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// Transform vertex position to world space
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vec3 FragPos = vec3(uModel * vec4(aPos, 1.0));
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// Transform normal to world space
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vec3 Normal = mat3(transpose(inverse(uModel))) * aNormal;
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// Pass through texture coordinates
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TexCoords = aTexCoords;
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// Pass through the texture index
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TextureIndex = aTexIndex;
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}
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