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#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec3 in_position;
layout(set = 0, binding = 0) uniform global_object_uniform {
mat4 projection;
mat4 view;
}
global_ubo;
void main() { gl_Position = global_ubo.projection * global_ubo.view * vec4(in_position, 1.0); }
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