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#version 120
attribute vec3 position;
attribute vec2 texCoord;
attribute vec3 normal;
varying vec2 texCoord0;
varying vec3 normal0;
uniform mat4 viewProjection;
uniform mat4 model;
void main()
{
gl_Position = viewProjection * model * vec4(position, 1.0);
texCoord0 = texCoord;
normal0 = (model * vec4(normal, 0.0)).xyz;
}
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