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#version 330
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
out vec2 fragTexCoord;
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
// NOTE: Add here your custom variables
void main()
{
fragTexCoord = vertexTexCoord;
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
}