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#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(binding = 1) uniform UniformBufferObject {
mat4 posTransform;
mat4 texcoordTransform;
} ubo;
layout(location = 0) in vec2 inPosition;
layout(location = 1) in vec2 texCoord;
layout(location = 0) out vec2 fragTexCoord;
void main() {
gl_Position = vec4((ubo.posTransform * vec4(inPosition, 0.0, 1.0)).xy, 0.0, 1.0);
fragTexCoord = (ubo.texcoordTransform * vec4(texCoord, 0.0, 1.0)).xy;
}