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#version 330 core

// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;

// Values that stay constant for the whole mesh.
uniform mat4 MVP;

void main(){
  // Output position of the vertex, in clip space : MVP * position
  gl_Position =  MVP * vec4(vertexPosition_modelspace,1);
}