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#version 450
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layout(set = 0, binding = 0, std140) uniform UBO
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{
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layout(offset = 16) mat4 m;
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layout(offset = 0) vec4 v;
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} _13;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) in vec4 vColor;
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void main()
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{
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FragColor = (_13.m * vColor) + _13.v;
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}
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