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#version 450
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 in_color;
layout(location = 2) in vec2 in_uv;
layout(location = 0) out vec3 out_color;
layout(location = 1) out vec2 out_uv;
layout(push_constant) uniform CameraConstants {
mat4 clip_from_world;
} camera;
void main() {
out_color = in_color;
out_uv = in_uv;
gl_Position = camera.clip_from_world * vec4(in_position, 1.0);
}
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