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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(binding = 0) uniform UniformBufferObject {
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mat4 model;
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mat4 view;
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mat4 proj;
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} ubo;
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layout(location = 0) in vec3 inPosition;
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layout(location = 2) in vec3 inColor;
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layout(location = 0) out vec3 fragColor;
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void main() {
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gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition.xyz, 1.0);
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fragColor = vec3(inColor.xyz);
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}
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