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#version 330 core
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layout (location = 0) in vec4 vertex;
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out vec2 texcoords;
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uniform mat4 proj;
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uniform mat4 mpv;
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void main()
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{
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texcoords = vertex.zw;
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gl_Position = mpv * vec4(vertex.xy, 0.0, 1.0);
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}
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