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#version 330 core
layout (location = 0) in vec3 position;
uniform mat4 transform;
out vec4 vertexColor;
void main() {
gl_Position = transform * vec4(position, 1.0f);
//gl_Position = vec4(position, 1.0);
vertexColor = vec4(0.5f, 0.0f, 0.0f, 1.0f);
}