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#version 330 core
layout (location = 0) in vec3 position;
layout (location = 2) in vec2 tex_pos;
out vec2 tex_coords;
uniform mat4 model;
uniform mat4 proj_view;
void main()
{
gl_Position = proj_view * model * vec4(position, 1.0f);
tex_coords = vec2(tex_pos.x, 1.0f - tex_pos.y);
}
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