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#version 330

uniform mat4 Projection = mat4(1);
uniform mat4 ModelView = mat4(1);

layout(location = 0) in vec3 Position;
layout(location = 1) in vec2 TexCoord0;

out vec2 vTexCoord;

void main() {
    vTexCoord = TexCoord0;
    gl_Position = Projection * ModelView * vec4(Position, 1);
}




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