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#version 330 core

in vec2 pos;
in vec2 uvPos;

out vec2 uv;

layout (std140) uniform Globals {
    mat4 projView;
    uvec2 viewportSize;
    float globalTime;
    float dayTime;
    float gamma;
};

void main() {
    gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
    uv = uvPos;
}