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// ----- Vertex Shader -----
#version 330 core

layout(location = 0) in vec3 position;
uniform mat4 projection;
uniform mat4 model;


void main(){

  gl_Position =  projection * model * vec4(position,1);

}

// ----- Fragment Shader -----

#version 330 core

uniform vec2 resolution;
uniform float time;

out vec3 color;

void main(){
	vec2 coord=gl_FragCoord.xy/resolution;
	coord-=0.5;
	float d=length(coord);
	color=vec3(d,1,1);
}