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varying vec3 fNormal;
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varying vec4 fTexCoord;
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varying vec4 fFrontColor;
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void main() {
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fNormal = gl_Normal;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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fFrontColor = gl_Color;
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}
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