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uniform mat4 uMVPMatrix;
uniform vec3 uLightPos;
                
attribute vec4 aPosition;
attribute vec4 aColor;
attribute vec2 aTexCoord0;
                
varying vec4 vColor;
varying vec2 vTexCoord;
varying vec3 vLightDir;
                
void main()
{
        gl_Position = uMVPMatrix * aPosition;   
        vColor = aColor;
        vTexCoord = aTexCoord0;
        vLightDir = -normalize(vec3(uLightPos-vec3(aPosition)));
}