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#version 330 core
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layout (location = 0) in vec4 aVertex;
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uniform mat4 ortho;
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uniform mat4 view;
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uniform mat4 model;
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out vec2 TexCoord;
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void main() {
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gl_Position = ortho * view * model * vec4(aVertex.xy, 0, 1);
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TexCoord = aVertex.zw;
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}
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