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#version 330 core

layout(location = 0) in vec3 apos;
layout(location = 1) in vec2 atex_coords;

layout(std140) uniform Matrices
{
    uniform mat4 projection;
    uniform mat4 view;
};

uniform mat4 model;

out vec2 tex_coords;

void
main(void)
{
    gl_Position = projection*view*model*vec4(apos, 1.0);
    tex_coords = atex_coords;
}