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#ifndef NEW_GLSL
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#define in attribute
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#define out varying
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#endif
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 0) uniform mat3 transformationProjectionMatrix;
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#else
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uniform highp mat3 transformationProjectionMatrix;
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#endif
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = 0) in highp vec3 position;
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layout(location = 1) in mediump vec2 textureCoordinates;
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#else
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in highp vec3 position;
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in mediump vec2 textureCoordinates;
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#endif
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out vec2 fragmentTextureCoordinates;
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void main() {
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gl_Position.xywz = vec4(transformationProjectionMatrix*position, 0.0);
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fragmentTextureCoordinates = textureCoordinates;
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}
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