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#version 440
layout(location = 0) in vec4 position;
layout(location = 1) in vec2 texcoord;
layout(location = 0) out vec2 uv;
layout(std140, binding = 0) uniform buf {
mat4 matrix;
} vubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
uv = texcoord;
gl_Position = vubuf.matrix * position;
}
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