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      1 uniform mat4 u_projViewTrans;
      2 uniform mat4 u_worldTrans;
      3 
      4 attribute vec3 a_position;
      5 
      6 varying vec4 v_position; 
      7 
      8 void main() {
      9 	v_position = vec4(a_position, 1.0);
     10 	gl_Position = u_projViewTrans * u_worldTrans *  v_position;
     11 }