export declare const vshDefault = "//\n// Simple passthrough vertex shader\n//\nattribute vec3 in_Position;                  // (x,y,z)\n//attribute vec3 in_Normal;                  // (x,y,z)     unused in this shader.\nattribute vec4 in_Colour;                    // (r,g,b,a)\nattribute vec2 in_TextureCoord;              // (u,v)\n\nvarying vec2 v_vTexcoord;\nvarying vec4 v_vColour;\n\nvoid main()\n{\n    vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);\n    gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;\n    \n    v_vColour = in_Colour;\n    v_vTexcoord = in_TextureCoord;\n}\n";
export declare const fshDefault = "//\n// Simple passthrough fragment shader\n//\nvarying vec2 v_vTexcoord;\nvarying vec4 v_vColour;\n\nvoid main()\n{\n    gl_FragColor = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );\n}\n";
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