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#version 130
in vec3 position;
in vec2 texCoord;
in vec3 normal;
out vec2 texCoord0;
out vec3 normal0;
out float height;
uniform mat4 viewProjection;
void main()
{
gl_Position = viewProjection * vec4(position, 1.0);
texCoord0 = texCoord;
normal0 = normal;
height = position.z;
}
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