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#version 450
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layout(location = 0) in vec2 position;
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layout(location = 1) in vec3 color;
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layout(push_constant) uniform Push{
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mat2 transform;
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vec2 offset;
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vec3 color;
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} push;
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void main(){
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gl_Position = vec4(push.transform * position + push.offset, 0.0, 1.0);
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}
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