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#version 450 core
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layout (location=0) out vec4 fColor;
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layout (binding=50) uniform sampler2DArray thetexture;
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in vec4 vColor;
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in vec3 vTexCoord;
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void main()
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{
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fColor = texture(thetexture, vec3 (vTexCoord.xyz)) * vColor;
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}
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#version 450 core
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec4 inColor;
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layout (location = 2) in vec4 inTexCoord;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vColor;
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out vec3 vTexCoord;
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void main()
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{
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gl_Position = theMat * vec4(inPos.xyz, 1.0);
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vColor = inColor;
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vTexCoord = inTexCoord.xyz;
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}
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