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#version 330 core

uniform  mat4 view;
uniform  mat4 projection;
uniform  mat4 model;
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 uvPosition;
out vec2 uvPos;

void main(){
    uvPos = uvPosition;
    gl_Position = projection*view*model*vec4(position,1);
}