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precision highp float;

uniform mat4 Modelview;
uniform mat4 Projection;

layout (location = 0) in vec3 vPosition;
layout (location = 1) in vec3 vNormal;

out vec3 Normal;

void main()
{
    Normal = mat3(Modelview) * vNormal;
    gl_Position = Projection * Modelview * vec4(vPosition, 1.0);
}