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#version 330 core
layout (location = 0) in vec3 position;
layout (location = 2) in vec2 UvCoordinates;
out vec2 UvPosition;
uniform mat4 view;
uniform mat4 projection;
uniform float time;
uniform mat4 model;
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0f);
UvPosition = vec2(UvCoordinates.x,UvCoordinates.y);
}
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