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#version 460 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec4 aTangent;
layout (location = 3) in vec2 aTexCoord;

out vec3 Normal;
out vec2 TexCoord;
out vec3 FragPos;
out mat3 TBN;

uniform mat4 transform;
uniform mat4 view;
uniform mat4 projection;

void main() {
    gl_Position = projection * view * transform * vec4(aPos, 1.0);
    FragPos = vec3(transform * vec4(aPos, 1.0));
    Normal = mat3(transpose(inverse(transform))) * aNormal;
    TexCoord = aTexCoord;
    
    vec3 T = normalize(vec3(transform * vec4(aTangent.xyz, 0.0)));
    vec3 N = normalize(vec3(transform * vec4(aNormal, 0.0)));
    vec3 B = aTangent.w * cross(N, T);
    TBN = mat3(T,B,N);
}