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#version 440
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layout(location = 0) in vec2 a_position;
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layout(location = 1) in vec4 a_color;
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layout(std140, binding = 0) uniform buf {
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mat4 mvp;
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};
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layout(location = 0) out vec4 v_color;
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void main()
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{
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gl_Position = mvp * vec4(a_position, 0.0, 1.0);
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v_color = a_color;
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}
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