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++ attribute highp vec3 vertexPosition_mdl;
++ attribute highp vec2 vertexUV;
++ attribute highp vec3 vertexNormal_mdl;
++
++ uniform highp mat4 MVP;
++ uniform highp mat4 V;
++ uniform highp vec3 lightPosition_wrld;
++
++ varying highp vec3 lightPosition_wrld_frag;
++ varying highp vec3 position_wrld;
++ varying highp vec3 normal_cmr;
++ varying highp vec3 eyeDirection_cmr;
++ varying highp vec3 lightDirection_cmr;
++ varying highp vec2 coords_mdl;
++
++ void main() {
++ gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
++ coords_mdl = vertexPosition_mdl.xy;
++ position_wrld = vertexPosition_mdl;
++ vec3 vertexPosition_cmr = vec4(V * vec4(vertexPosition_mdl, 1.0)).xyz;
++ eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
++ vec3 lightPosition_cmr = vec4(V * vec4(lightPosition_wrld, 1.0)).xyz;
++ lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
++ normal_cmr = vec4(V * vec4(vertexNormal_mdl, 0.0)).xyz;
++ lightPosition_wrld_frag = lightPosition_wrld;
++ }