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attribute vec4 position;
attribute vec4 texcoord;
attribute vec4 normal;
uniform mat4 ModelMatrix;
uniform mat4 IT_ModelMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
varying vec4 V_Texcoord;
varying vec4 V_WorldPos;
varying vec4 V_Normal;
void main()
{
V_Texcoord=texcoord;
V_Normal=IT_ModelMatrix*normal;
V_WorldPos=ModelMatrix*position;
gl_Position=ProjectionMatrix*ViewMatrix*V_WorldPos;
}