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#version 430
//layout(location = 0)in vec3 vertex;
in vec3 vertex;
in vec2 texc;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
out vec2 texCoord;
out vec4 fragCoord;
void main()
{
texCoord = texc;
fragCoord = vec4(vertex, 1.0f);
gl_Position = projection * view * model * fragCoord;
}
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