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#version 330 core layout(location = 0) in vec3 apos; layout(location = 2) in vec2 atex_coords; layout(location = 3) in mat4 instance_matrix; out vec2 tex_coords; uniform mat4 projection; uniform mat4 view; void main(void) { tex_coords = atex_coords; gl_Position = projection*view*instance_matrix*vec4(apos, 1.0f); }