pengsida
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#version 330 core
layout (location = 0) in vec3 a_Position;
layout (location = 1) in vec3 a_Color;
out vec3 CamNormal;
out vec3 CamPos;
out vec3 Color;
uniform mat4 ModelMat;
uniform mat4 PerspMat;
void main()
{
gl_Position = PerspMat * ModelMat * vec4(a_Position, 1.0);
Color = a_Color;
}