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gelatin-0.0.0.3: shaders/mask.vert

#version 330 core
layout(location = 0) in vec2 position;
layout(location = 2) in vec2 uv;

uniform mat4 projection;
uniform mat4 modelview;
uniform sampler2D mainTex;
uniform sampler2D maskTex;

out vec2 fuv;

void main() {
    fuv = uv;
    gl_Position = projection * modelview * vec4(position.xy, 0.0, 1.0);
}