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#version 330 core

layout(location = 0) in vec3 vert_pos;
layout(location = 1) in vec2 vert_tex;

out vec3 frag_pos;
out vec2 frag_tex;

uniform mat4 model;
uniform mat4 view_proj;

void main()
{
	gl_Position = view_proj * model * vec4(vert_pos, 1.0);
	frag_pos = vert_pos;
	frag_tex = vert_tex;
}