fixed maybe?
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@@ -35,6 +35,7 @@ out gl_PerVertex {
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void main() {
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// Vertex position in camera
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gl_Position = ubo.projection * ubo.view * push.model * vec4(position, 1.0);
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// gl_Position.y = -gl_Position.y;
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// Vertex position in world
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position_wld = vec3(push.model * vec4(position, 1.0));
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