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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 vec3 vertexColor;
uniform mat4 MVP;
out vec3 fragmentcolor;
void main() {
gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
// gl_Position.w = 1.0;
fragmentcolor = vertexColor;
}
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