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#version 330 core in vec2 pos; in vec2 uvPos; out vec2 uv; layout (std140) uniform Globals { mat4 projView; uvec2 viewportSize; float globalTime; float dayTime; float gamma; }; void main() { gl_Position = vec4(pos.x, pos.y, 0.0, 1.0); uv = uvPos; }