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#version 440
layout(location = 0) in vec3 inPos;
layout(location = 1) in vec4 inColor;
layout(std140, binding = 0) uniform Ubuf {
mat4 mvp;
} ubuf;
layout(location = 0) out vec4 vColor;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
gl_Position = ubuf.mvp * vec4(inPos, 1.0);
vColor = inColor;
}