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uniform mat4 ModelViewProjectionMatrix;
uniform mat3 NormalMatrix;
#if __VERSION__ == 120
attribute vec3 pos;
attribute vec3 nor;
attribute vec4 color;
# ifdef USE_FLAT_NORMAL
flat varying vec4 finalColor;
flat varying vec3 normal;
# else
varying vec4 finalColor;
varying vec3 normal;
# endif
#else
in vec3 pos;
in vec3 nor;
in vec4 color;
# ifdef USE_FLAT_NORMAL
flat out vec3 normal;
flat out vec4 finalColor;
# else
out vec3 normal;
out vec4 finalColor;
# endif
#endif
void main()
{
normal = normalize(NormalMatrix * nor);
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
finalColor = color;
}
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