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#version 330 core
layout(location = 0) in vec2 apos;
layout(location = 1) in vec3 acolor;

out vec3 color;

uniform vec2 offsets[100];

void
main(void)
{
    color = acolor;
    gl_Position = vec4(apos+offsets[gl_InstanceID], 0.0, 1.0);
}