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#version 310 es
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layout(location = 0) in vec4 a_position;
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layout(location = 1) in vec2 a_texCoord;
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layout(location = 0) out vec2 v_texCoord;
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layout(std140) uniform vs_ub {
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mat4 u_MVPMatrix;
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};
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void main()
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{
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gl_Position = u_MVPMatrix * a_position;
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v_texCoord = a_texCoord;
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}
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