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#version 150 in vec2 a_position; in vec2 a_uv; in vec4 a_color; uniform mat4 u_projection; out vec2 v_uv; out vec4 v_color; void main() { v_color = a_color; v_uv = a_uv; gl_Position = u_projection * vec4(a_position, 0.0, 1.0); }