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1uniform mat4 g_WorldViewProjectionMatrix;
2
3in vec4 inPosition;
4in vec2 inTexCoord;
5
6out vec2 texCoord;
7
8void main() {
9    vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
10    gl_Position = vec4(pos, 0.0, 1.0);
11    texCoord = inTexCoord;
12}