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19 lines
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GLSL

#version 330
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec4 vertexColor;
out vec2 fragTexCoord;
out vec4 fragColor;
out vec2 fragWorldPos;
uniform mat4 mvp;
void main()
{
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragWorldPos = vertexPosition.xy;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}