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uniform mat4 ModelViewProjectionMatrix;
#if __VERSION__ == 120
attribute vec3 pos;
#if defined(USE_COLOR_U32)
attribute int color;
#else
attribute vec4 color;
#endif
flat varying vec4 finalColor;
#else
in vec3 pos;
#if defined(USE_COLOR_U32)
in int color;
#else
in vec4 color;
#endif
flat out vec4 finalColor;
#endif
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
#if defined(USE_COLOR_U32)
finalColor = vec4(
((color ) & 0xFF) * (1.0f / 255.0f),
((color >> 8) & 0xFF) * (1.0f / 255.0f),
((color >> 16) & 0xFF) * (1.0f / 255.0f),
((color >> 24) ) * (1.0f / 255.0f));
#else
finalColor = color;
#endif
}
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