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#version 430 core
layout (location = 0) in vec3 v_pos;
layout (location = 1) in vec2 v_uv;
layout (location = 2) in vec4 v_col;
out vec2 f_uv;
out vec4 f_col;
uniform mat4 projection;
uniform mat4 view;
void main() {
gl_Position = projection * view * vec4(v_pos, 1.0);
f_uv = v_uv;
f_col = v_col;
}
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