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#version 450 core
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layout (location = 0) in vec4 posXX;
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layout (location = 1) in vec4 texPosRot;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vTexPosRot;
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out vec2 vPos;
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void main()
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{
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vPos = posXX.xy;
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gl_Position = theMat * vec4(vPos,0,1.0) ;
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vTexPosRot = texPosRot;
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}
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