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@@ -11,11 +11,14 @@ layout(binding = 0) uniform ObjectUniformData {
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float time;
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vec3 light_position;
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vec3 camera_position;
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} ubo;
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 uv;
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layout(location = 2) in vec3 normal;
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layout(location = 3) in ivec4 bone_index;
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layout(location = 4) in vec4 bone_weight;
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layout(location = 0) out vec2 tex_coords;
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layout(location = 1) out vec3 normal_wld;
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