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#version 440
layout(location = 0) in vec4 vertexCoordsArray;
layout(location = 1) in vec2 textureCoordArray;
layout(location = 0) out vec2 textureCoords;
layout(std140, binding = 0) uniform buf {
mat4 texMatrix;
};
void main()
{
gl_Position = vertexCoordsArray;
textureCoords = (texMatrix * vec4(textureCoordArray, 0.0, 1.0)).xy;
}