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      1 uniform mat4 g_WorldViewProjectionMatrix;
      2 
      3 attribute vec2 inTexCoord;
      4 attribute vec3 inPosition;
      5 
      6 varying vec2 texCoord;
      7 
      8 void main(){
      9     gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition,1.0);
     10     texCoord=inTexCoord;
     11 }