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#version 440
layout(location = 0) in vec4 position;
out gl_PerVertex { vec4 gl_Position; };
layout(std140, binding = 0) uniform buf {
mat4 mvp;
} ubuf;
layout(push_constant) uniform PC {
vec4 translation;
vec4 color;
} pc;
void main()
{
gl_Position = ubuf.mvp * (position + vec4(pc.translation.xyz, 0.0));
}