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Provide normal to fragment shader
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@ -13,12 +13,15 @@ struct VertexInput {
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) normal: vec4<f32>,
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}
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@vertex
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fn vertex(in: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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out.position = uniforms.transform * vec4(in.position, 1.0);
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out.normal = uniforms.transform_for_normals * vec4(in.normal, 0.0);
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return out;
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}
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