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//#version 100
uniform mat4 mgl_PMVMatrix[2];
attribute vec4 v_position;
attribute vec2 texCoord;
varying vec2 v_texCoord;
void main(void)
{
gl_Position = mgl_PMVMatrix[0] * mgl_PMVMatrix[1] * v_position;
v_texCoord = texCoord.st;
}
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