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uniform mat4 g_WorldViewProjectionMatrix;
uniform vec3 m_LightPosition;
attribute vec4 inPosition;
attribute vec2 inTexCoord;
varying vec2 texCoord;
varying vec2 lightPos;
void main() {
vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
gl_Position = vec4(pos, 0.0, 1.0);
lightPos=m_LightPosition.xy;
texCoord = inTexCoord;
}
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