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396 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
// uniform mat4 transform;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
// note that we read the multiplication from right to left
gl_Position = projection * view * model * vec4(aPos, 1.0);
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}