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      1 /*
      2     rs_matrix4x4 model;
      3     rs_matrix4x4 viewProj;
      4 */
      5 
      6 varying vec3 varWorldPos;
      7 varying vec3 varWorldNormal;
      8 varying vec2 varTex0;
      9 
     10 // This is where actual shader code begins
     11 void main() {
     12    vec4 objPos = ATTRIB_position;
     13    vec4 worldPos = UNI_model * objPos;
     14    gl_Position = UNI_viewProj * worldPos;
     15 
     16    mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz);
     17    vec3 worldNorm = model3 * ATTRIB_normal;
     18 
     19    varWorldPos = worldPos.xyz;
     20    varWorldNormal = worldNorm;
     21    varTex0 = ATTRIB_texture0;
     22 }
     23