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#version 450
layout (location = 0) in vec3 inPos;
layout(push_constant) uniform PushConsts {
layout (offset = 0) mat4 mvp;
} pushConsts;
layout (location = 0) out vec3 outUVW;
out gl_PerVertex {
vec4 gl_Position;
};
void main()
{
outUVW = inPos;
gl_Position = pushConsts.mvp * vec4(inPos.xyz, 1.0);
}
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