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#type vertex
#version 330 core

layout(location = 0) in vec3 pos;
layout(location = 1) in vec4 color;

out Vertex2Fragmnet {
	vec4 color;
} v2f;

// Standard PainterHost uniform
uniform mat4 transformation;

void main() {
	gl_Position = transformation * vec4(pos, 1.0);
	v2f.color = color;
}

#type fragment
#version 330 core

in Vertex2Fragmnet {
	vec4 color;
} v2f;

out vec4 fragColor;

void main() {
	fragColor = v2f.color;
}