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1#version 400
2
3uniform bl {
4    uniform mat4 m4;
5    uniform mat3 m3;
6} bName;
7
8in vec3 v3;
9
10vec3 xf(mat3 m, vec3 v)
11{
12    return v * m;
13}
14
15mat3 Mat3(mat4 m)
16{
17	return mat3(m[0].xyz, m[1].xyz, m[2].xyz);
18}
19
20vec3 mxv(mat4 m4, vec3 v)
21{
22	return v * Mat3(m4);
23}
24
25void main()
26{
27    gl_Position = vec4(mxv(bName.m4, v3) + xf(bName.m3, v3), 1.0);
28}
29