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#define FP highp
attribute FP vec3 vertexPosition;
varying FP vec3 worldPosition;
uniform FP mat4 modelMatrix;
uniform FP mat4 mvp;
void main()
{
// Transform position, normal, and tangent to world coords
worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
// Calculate vertex position in clip coordinates
gl_Position = mvp * vec4(worldPosition, 1.0);
}
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