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simple utility methods to make life with OpenGL core profile simpler
The newest version!
#version 150 core
in vec2 aVertex;
in vec2 aUV;
out vec2 vUV;
uniform mat4 uMvp;
void main() {
gl_Position = uMvp * vec4(aVertex.x, aVertex.y, 0.0, 1.0);
vUV = aUV;
}
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