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attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
varying vec3 position;
varying vec2 texCoord;
uniform mat4 modelView;
uniform mat4 mvp;
void main()
{
texCoord = vertexTexCoord;
position = vec3(modelView * vec4(vertexPosition, 1.0));
gl_Position = mvp * vec4(vertexPosition.xy, 0.0, 1.0);
}