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

uniform mat4 Model;
uniform mat4 View;
uniform mat4 Projection;

out vec3 TexCoords;

void main() {
  vec4 pos = Projection*View*vec4(aPos, 1.0);
  gl_Position = vec4(pos.xyww);
  TexCoords = aPos;
};