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#version 330 core
uniform mat4 view;
uniform mat4 projection;
uniform mat4 model;
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 uvPosition;
out vec2 uvPos;
out vec3 pos;
void main(){
uvPos = uvPosition;
pos = position;
gl_Position = projection*view*model*vec4(position,1);
}
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