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#version 330 core
layout (location = 0) in vec2 position;
layout (location = 1) in vec2 uvMask;
out vec2 TexCoords;
uniform mat4 projection;
void main()
{
gl_Position = projection * vec4(position.xy, 0.0, 1.0);
TexCoords = uvMask.xy;
}
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