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#version 330
in vec3 vertexPosition;
in vec3 vertexColor;
uniform mat4 u_projection;
uniform mat4 u_model;
out vec3 color;
void main()
{
// Pass through the color to the fragment shader
color = vertexColor;
// Calculate the vertex position
gl_Position = u_projection * u_model * vec4( vertexPosition, 1.0 );
}
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