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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(binding = 0) uniform sampler2D texSampler;
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layout(location = 0) in vec2 fragTexCoord;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = texture(texSampler, fragTexCoord);
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}
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