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#version 450
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTextureCoordinates;
layout(location = 0) out vec4 outColor;
layout(binding = 1) uniform sampler2D textureSampler;
void main() {
    outColor = vec4(fragColor * texture(textureSampler, fragTextureCoordinates).rgb, 1.0);
}
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