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      1 uniform mat4 g_WorldViewProjectionMatrix;
      2 attribute vec3 inPosition;
      3 
      4 #if defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPARATE_TEXCOORD))
      5     #define NEED_TEXCOORD1
      6 #endif
      7 
      8 #ifdef NEED_TEXCOORD1
      9     attribute vec3 inTexCoord;
     10     varying vec3 texCoord1;
     11 #endif
     12 
     13 #ifdef SEPARATE_TEXCOORD
     14     attribute vec3 inTexCoord2;
     15     varying vec3 texCoord2;
     16 #endif
     17 
     18 #ifdef HAS_VERTEXCOLOR
     19     attribute vec4 inColor;
     20     varying vec4 vertColor;
     21 #endif
     22 
     23 void main(){
     24     #ifdef NEED_TEXCOORD1
     25         texCoord1 = inTexCoord;
     26     #endif
     27 
     28     #ifdef SEPARATE_TEXCOORD
     29         texCoord2 = inTexCoord2;
     30     #endif
     31 
     32     #ifdef HAS_VERTEXCOLOR
     33         vertColor = inColor;
     34     #endif
     35 
     36     gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0);
     37 }
     38 
     39