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attribute vec4 att0; varying vec4 var0; attribute vec2 att1; varying vec2 var1; varying vec3 varposition; varying vec3 varnormal; void main() { vec4 co = gl_ModelViewMatrix * gl_Vertex; varposition = co.xyz; varnormal = gl_NormalMatrix * gl_Normal; gl_Position = gl_ProjectionMatrix * co; var0 = att0; var1 = att1; }