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#version 300 es
in vec2 in_position;
out vec2 ex_tex_coord;
void main(void) {
gl_Position = vec4(in_position, 0.0, 1.0);
ex_tex_coord = vec2(1.0 + in_position.x, 1.0 - in_position.y) * 0.5;
}
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