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blender-archive/source/blender/gpu/intern/gpu_shader_vertex.glsl

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varying vec3 varposition;
varying vec3 varnormal;
void main()
{
vec4 co = gl_ModelViewMatrix * gl_Vertex;
varposition = co.xyz;
varnormal = normalize(gl_NormalMatrix * gl_Normal);
gl_Position = gl_ProjectionMatrix * co;