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#version 110
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec4 vertexColor;
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
varying vec2 fragTexCoord;
varying vec4 fragColor;
void main()
{
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
}