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