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#version 400
uniform bl {
uniform mat4 m4;
uniform mat3 m3;
} bName;
in vec3 v3;
vec3 xf(mat3 m, vec3 v)
{
return v * m;
}
mat3 Mat3(mat4 m)
{
return mat3(m[0].xyz, m[1].xyz, m[2].xyz);
}
vec3 mxv(mat4 m4, vec3 v)
{
return v * Mat3(m4);
}
void main()
{
gl_Position = vec4(mxv(bName.m4, v3) + xf(bName.m3, v3), 1.0);
}