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#ifndef NEW_GLSL
#define in attribute
#define out varying
#endif
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 0) uniform mat4 transformationProjectionMatrix;
#else
uniform highp mat4 transformationProjectionMatrix;
#endif
#ifdef EXPLICIT_ATTRIB_LOCATION
layout(location = 0) in highp vec4 position;
layout(location = 1) in lowp vec3 color;
#else
in highp vec4 position;
in lowp vec3 color;
#endif
out lowp vec3 interpolatedColor;
void main() {
gl_Position = transformationProjectionMatrix*position;
interpolatedColor = color;
}