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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in float randOffset;
out vec2 texCoord;
out float fragRandOffset;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 transform;
void
main()
{
gl_Position = projection * view * model * transform * vec4(aPos, 1.0);
texCoord = aTexCoord;
fragRandOffset = randOffset;
}
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