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#version 150 core
in vec2 position;
in vec4 color;
in uint id;
// layout(std140) uniform Locals {
// mat4 perspective;
// };
uniform Globals {
mat4 perspective;
};
struct Attributes {
mat4 transform;
};
uniform u_attributes { Attributes attributes[1000]; };
out vec4 col;
out vec4 pos;
void main() {
pos = vec4(position, 0.0, 1.0);
gl_Position = perspective * attributes[id].transform * pos;
col = color;
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