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  1. #version 330
  2.  
  3. //vertex position
  4. layout (location = 0) in vec3 a_position;
  5.  
  6. //attribute texture coordinates for our current pixel.
  7. layout (location = 1) in vec2 a_uv;
  8.  
  9. //interpolated texture coordinates for current pixel
  10. out vec2 uv;
  11.  
  12. //transformation matrix for vector position
  13. uniform mat4 u_transformation;
  14.  
  15. void main()
  16. {
  17.     uv = a_uv;
  18.  
  19.     gl_Position = u_transformation * vec4(a_position, 1.0);
  20. }