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#version 150 core
in vec3 vertexPosition;
in vec2 vertexTexCoord;
out vec3 position;
out vec2 texCoord;
uniform mat4 modelView;
uniform mat4 mvp;
void main()
{
texCoord = vertexTexCoord;
position = vec3(modelView * vec4(vertexPosition, 1.0));
gl_Position = mvp * vec4(vertexPosition, 1.0);
}
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