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#version 330 core

layout(location = 0) in vec3 aposition;
layout(location = 2) in vec2 atexcoords;

out VSOUT {
	vec2 texcoords;
} vsout;

uniform mat4 projection;
uniform mat4 view;
uniform mat4 world;

void main(void)
{
	vsout.texcoords = atexcoords;
	gl_Position = projection*view*world*vec4(aposition, 1.0);
}