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#type vertex
#version 330 core
layout(location = 0) in vec3 pos;
// Autofill uniforms
uniform mat4 transformation;
void main() {
gl_Position = transformation * vec4(pos, 1.0);
}
#type fragment
#version 330 core
out vec4 fragColor;
void main() {
fragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
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