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#version 450
layout(location = 0) in vec2 a_position;
layout(location = 1) in vec4 a_color;
layout(location = 2) in vec2 a_uv;
layout(location = 0) out vec4 v_color;
layout(location = 1) out vec2 v_uv;
layout(set = 1, binding = 0) uniform Context {
mat4 mvp;
vec4 color; /* XXX unused */
vec2 texture_size;
} u_context;
void main() {
gl_Position = u_context.mvp * vec4(a_position, 0, 1);
v_color = a_color;
v_uv = a_uv / u_context.texture_size;
}
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