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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);
}