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#ifdef GL_ES
precision mediump float;
#endif

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, 2.0);
        p = p + vec4(gravity*k, 0.0);   

        gl_Position = uMVPMatrix * p;
        vColor = aColor;
        vTexCoord = aTexCoord0;
}