Cleanup & refactor
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#version 330 core
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in vec4 color;
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out vec4 out_frag_color;
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void main(void)
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{
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out_frag_color = color;
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}
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#version 330 core
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uniform mat4 projection_matrix;
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uniform mat4 model_matrix;
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uniform mat4 view_matrix;
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layout(location=0) in vec3 in_position;
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layout(location=1) in vec3 in_color;
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out vec4 color;
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void main(void)
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{
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gl_Position = projection_matrix * view_matrix * model_matrix * vec4(in_position, 1);
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color = vec4(1 * in_color.rgb, 1);
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}
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