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#version 450
layout (location = 0) in vec3 inPosition;
layout (location = 1) in vec3 inColor;
layout (location = 0) out vec3 fragColor;
layout (binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 view;
mat4 projection;
} ubo;
void main() {
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPosition, 1.0);
fragColor = inColor;
}