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uniform mat4 uMVPMatrix;uniform float uFurLength;uniform float uLayer;uniform vec3 uGravity;attribute vec4 aPosition;attribute vec4 aColor;attribute vec3 aNormal;attribute vec2 aTexCoord0;varying vec4 vColor;varying vec2 vTexCoord;vec3 gravity;void main(){vec4 p;p = aPosition + vec4(aNormal, 0.0) * uFurLength;vec3 gravity;gravity = vec3(uMVPMatrix * vec4(uGravity, 0.0));float k = pow(uLayer, 3);p = p + vec4(gravity*k, 0.0);gl_Position = uMVPMatrix * p;vColor = aColor;vTexCoord = aTexCoord0;}