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attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
varying vec3 position;
varying vec2 texCoord;
uniform mat4 modelView;
uniform mat4 mvp;
uniform vec2 texCoordOffset;
void main()
{
texCoord = vertexTexCoord + texCoordOffset;
position = vec3( modelView * vec4( vertexPosition, 1.0 ) );
gl_Position = mvp * vec4( vertexPosition, 1.0 );
}
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