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uniform mat4 mvp;
uniform mat4 mv;
attribute vec4 normal;
attribute vec2 uv;
/* Normal transformed to eye space.
*/
varying vec4 normal_es;
/* Vertex position transformed to eye space.
*/
varying vec4 position_es;
void main(void)
{
gl_Position = mvp * gl_Vertex;
normal_es = mv * normal;
position_es = mv * gl_Vertex;
}
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