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precision highp float;
uniform mat4 Modelview;
uniform mat4 Projection;
layout (location = 0) in vec3 vPosition;
layout (location = 2) in vec4 vTangent;
out vec4 Tangent;
void main() {
Tangent = vec4(Tangent.xyz = mat3(Modelview) * vTangent.xyz, vTangent.w);
gl_Position = Projection * Modelview * vec4(vPosition, 1.0);
}
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