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attribute vec3 pos;
attribute vec2 texcoord;
attribute vec3 normal;
uniform mat4 M;
uniform mat4 P;
uniform mat4 V;
uniform mat4 NM;
varying vec3 V_Normal;
void main()
{
V_Normal=mat3(NM)*normal;
gl_Position=P*V*M*vec4(pos,1.0);
}