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#version 420

in layout(location=0) vec3 Model_Position;
out vec2 Fragment_Uv;

uniform mat4 M_MVP;

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