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#version 330 core
layout (location = 0) in vec3 position;

out vec4 color;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
  gl_Position = projection * view * model * vec4(position.xyz, 1.0);
  color = vec4(0, 1, 1, 1);
}