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#version 330 core

layout (location = 0) in vec4 vertex;

out vert_t {
	vec2 tex_coords;
} vert;

uniform mat4 model;
uniform mat4 projection;

void main()
{
	vert.tex_coords = vertex.zw;
	gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
}