#version 330
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								attribute vec3 vertexPosition;
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								attribute vec2 vertexTexCoord;
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								attribute vec3 vertexNormal;
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								uniform mat4 projectionMatrix;
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								uniform mat4 modelviewMatrix;
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								varying vec2 fragTexCoord;
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								void main()
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								{
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								    fragTexCoord = vertexTexCoord;
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								    gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
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								}
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