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#version 330 core
layout (location=0) in vec3 aPos;
layout (location=1) in vec2 aTex;

uniform mat4 Model;
uniform mat4 View;
uniform mat4 Projection;
out vec2 TexCoords;

void main() {
  gl_Position = Projection*View*Model*vec4(aPos, 1.0);
  TexCoords = aTex;
}