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#version 330 core
layout (location = 0) in vec3 a_pos;
layout (location = 1) in vec2 a_tex_coord;
out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(a_pos, 1.0);
TexCoord = vec2(a_tex_coord.x, a_tex_coord.y);
}
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