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++ VARYING vec3 worldNormal;
++
++ void MAIN()
++ {
++ worldNormal = NORMAL_MATRIX * NORMAL;
++ POSITION = MODELVIEWPROJECTION_MATRIX * vec4(VERTEX, 1.0);
++ }
++ VARYING vec3 worldNormal;
++
++ void MAIN()
++ {
++ worldNormal = NORMAL_MATRIX * NORMAL;
++ POSITION = MODELVIEWPROJECTION_MATRIX * vec4(VERTEX, 1.0);
++ }