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attribute vec3 in_pos;
attribute vec4 in_col;
attribute vec2 in_uv;
varying vec4 out_col;
varying vec2 out_uv;
uniform mat4 mvp;
void main() {
gl_Position = mvp * vec4(in_pos, 1.0);
out_col = in_col;
out_uv = in_uv;
}
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