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+#version 330 core
+
+// Input vertex data, different for all executions of this shader.
+layout(location = 0) in vec3 vertexPosition_modelspace;
+layout(location = 1) in vec2 vertexUV;
+
+out vec2 UV;
+
+uniform mat4 MVP;
+
+void main() {
+
+ gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
+
+ UV = vertexUV;
+
+ //fragmentcolor.x = vertexPosition_modelspace.x; //= vertexColor;
+ //fragmentcolor.y = vertexPosition_modelspace.y; //= vertexColor;
+ //fragmentcolor.z = vertexPosition_modelspace.z; //= vertexColor;
+
+ //fragmentcolor += 1;
+ //fragmentcolor /= 2;
+}