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uniform highp mat4 MVP;
attribute highp vec3 vertexPosition_mdl;
attribute highp vec2 vertexUV;
attribute highp vec3 vertexNormal_mdl;
varying highp vec3 pos;
void main() {
gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
pos = vertexPosition_mdl;
}
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