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#version 140
in vec2 position;
out vec2 textureCoords;
uniform mat4 transformationMatrix;
void main(void){
gl_Position = transformationMatrix * vec4(position.x , position.y, 0.0, 1.0);
textureCoords = vec2((position.x+1.0)/2.0, 1 - (position.y+1.0)/2.0);
}
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