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#version 410 core
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layout (location = 0) in vec3 aPos;
layout (location = 2) in vec2 aTexCoord;
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out vec2 texCoord;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 transform;
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void main()
{
gl_Position = projection * view * transform * vec4(aPos, 1.0);
texCoord = aTexCoord;
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}