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1precision mediump float;
2
3attribute vec3 position;
4attribute vec4 id;
5
6uniform mat4 model, view, projection;
7
8varying vec3 f_position;
9varying vec4 f_id;
10
11void main() {
12 gl_Position = projection * view * model * vec4(position, 1.0);
13 f_id = id;
14 f_position = position;
15}
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