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#version 450

layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;

layout(location = 0) out vec4 outColor;

layout(binding = 1) uniform sampler2D texSampler;

layout(binding = 0) uniform UniformBufferObject {
  mat4 model;
  mat4 view;
  mat4 proj;
  vec2 resolution;
} ubo;

void main() {
  //outColor = vec4(fragColor * texture(texSampler, fragTexCoord).rgb, 1.0);
  outColor = texture(texSampler, fragTexCoord);
  //outColor = vec4(fragColor ,1);
}