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 | #version 450
layout(binding = 0) uniform UniformBufferObject {
	mat4 model;
	mat4 view;
	mat4 proj;
} ubo;
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 in_color;
layout(location = 2) in vec2 in_text_coords;
layout(location = 0) out vec3 frag_color;
layout(location = 1) out vec2 frag_text_coords;
void main() {
	gl_Position = ubo.proj * ubo.view * ubo.model * vec4(in_position, 1.0);
	frag_color = in_color;
	frag_text_coords = in_text_coords;
}
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