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GLSL
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#version 330
in vec3 vPosition;
in vec3 vNormal;
in vec3 vColor;
out vec3 normal;
out vec3 color;
out vec3 position;
uniform mat4 modelViewMatrix;
uniform mat4 modelMatrix;
void main()
{
normal = vNormal;
color = vColor;
position = vPosition;
gl_Position = modelViewMatrix * vec4(vPosition.xzy, 1.0);
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}