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uniform mat4 uMVPMatrix;

attribute vec4 aPosition;
attribute vec3 aNormal;
attribute vec2 aTexCoord0;

varying vec2 vTexCoord;
varying vec2 vNormal;

void main()
{
        gl_Position = uMVPMatrix * aPosition;
        vNormal = aNormal;
        vTexCoord = aTexCoord0;
}