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#version 450 layout(location = 0) in vec4 a_Pos; layout(location = 0) out vec2 v_TexCoord; layout(set = 0, binding = 0) uniform Locals { mat4 u_Transform; }; void main() { v_TexCoord = a_Pos.xy / 20.0 + 0.5; gl_Position = u_Transform * a_Pos; }