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#version 330 core
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layout (location = 0) in vec3 vert_pos;
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layout (location = 1) in vec2 vert_uv;
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out vec2 uv;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 proj;
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void main() {
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gl_Position = proj * view * model * vec4(vert_pos, 1.0);
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uv = vert_uv;
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}
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