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#version 330 core
in vec2 pos;
in vec2 uvPos;
out vec2 uv;
layout (std140) uniform Globals {
mat4 projView;
uvec2 viewportSize;
float globalTime;
float dayTime;
float gamma;
};
void main() {
gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
uv = uvPos;
}
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