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1precision highp float;
2
3uniform mat4 Modelview;
4uniform mat4 Projection;
5
6layout (location = 0) in vec3 vPosition;
7layout (location = 1) in vec3 vNormal;
8
9out vec3 Normal;
10
11void main()
12{
13 Normal = mat3(Modelview) * vNormal;
14 gl_Position = Projection * Modelview * vec4(vPosition, 1.0);
15}