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      1 uniform mat4 g_WorldViewProjectionMatrix;
      2 
      3 attribute vec4 inPosition;
      4 attribute vec2 inTexCoord;
      5 varying vec2 texCoord;
      6 
      7 void main() {  
      8     gl_Position = inPosition * 2.0 - 1.0; //vec4(pos, 0.0, 1.0);
      9     texCoord = inTexCoord;
     10 }