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#version 330 core
include(`meshIn.glsl')
out vec3 FragPos;
out vec2 TexCoords;
out vec3 Normal;
out vec4 Colour;
uniform mat4 viewProjection;
void
main()
{
FragPos = position;
TexCoords = texCoord;
Normal = normal;
Colour = colour;
gl_Position = viewProjection * vec4(position, 1.0);
}
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