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#version 440
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 texcoord;
layout(location = 0) out vec2 v_texcoord;
layout(std140, binding = 0) uniform buf {
mat4 vertexTransform;
mat3 textureTransform;
float opacity;
int textureSwizzle;
};
void main()
{
v_texcoord = (textureTransform * vec3(texcoord, 1.0)).xy;
gl_Position = vertexTransform * vec4(position, 1.0);
}
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