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#version 450
layout (location = 0) in vec3 fragColor;
layout (location = 0) out vec4 outColor;
layout(set = 0, binding = 0) uniform GlobalUbo {
mat4 projectionViewMatrix;
vec3 directionToLight;
} ubo;
layout(push_constant) uniform Push {
mat4 transform;
mat4 normalMatrix;
} push;
void main() {
outColor = vec4(fragColor, 1.0);
}
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