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attribute vec4 position;
attribute vec4 color;
attribute vec4 normal;
uniform mat4 ModelMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
varying vec4 V_Color;
void main()
{
V_Color=color;
gl_PointSize=64.0;
vec4 pos=vec4(position.x+normal.x,position.y+normal.y,position.z+normal.z,1.0);
gl_Position=ProjectionMatrix*ViewMatrix*ModelMatrix*pos;
}