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#version 330 core
layout (location = 0) in vec4 vertex;
out vert_t {
vec2 tex_coords;
vec4 color;
} vert;
uniform mat4 projection;
uniform vec2 offset;
uniform vec4 color;
void main()
{
float scale = 10.0;
vert.tex_coords = vertex.zw;
vert.color = color;
gl_Position = projection * vec4((vertex.xy * scale) + offset, 0.0, 1.0);
}
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