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GLSL

#version 440 core
layout(location=0) in vec4 pos4;
layout(std140, binding=1) uniform Matrices {
mat4 model;
mat4 view;
mat4 proj;
};
out vec4 pos;
void main() {
pos = model * pos4;
gl_Position = proj * view * vec4(pos.xyz, 1);
}