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attribute vec3 vertexPosition;
attribute vec3 vertexNormal;
attribute vec2 vertexTexCoord;
varying vec3 worldPosition;
varying vec3 worldNormal;
varying vec2 texCoord;
uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 mvp;
uniform float texCoordScale;
void main()
{
texCoord = vertexTexCoord * texCoordScale;
worldNormal = normalize( modelNormalMatrix * vertexNormal );
worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) );
gl_Position = mvp * vec4( vertexPosition, 1.0 );
}
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