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#version 420

in layout(location=0) vec2 Model_Position;

uniform mat4 M_totalTransform;

out vec4 Fragment_Color;
out vec2 Fragment_Uv;

void main()
{
    Fragment_Color = vec4(1.0, 1.0, 1.0, 1.0);
    Fragment_Uv = vec2( (Model_Position.x + 1.0)/2.0, 1.0 - (Model_Position.y + 1.0)/2.0 );
	gl_Position = M_totalTransform * vec4(Model_Position, 0.0, 1.0);
}