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#version 450
layout(set = 1, binding = 0) uniform UBO {
mat4 camera;
};
layout(location = 0) in vec2 in_pos;
layout(location = 1) in vec2 in_uv;
layout(location = 0) out vec2 out_uv;
void main() {
gl_Position = camera * vec4(in_pos, 0.0, 1.0);
out_uv = in_uv;
}
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