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attribute vec4 myVertex;
attribute vec2 myUV0;
attribute vec2 myUV1;
uniform mat4 myPMVMatrix;
uniform vec4 myColor;
uniform vec4 mySecondaryColor;
varying vec2 varCoord0;
varying vec2 varCoord1;
varying vec4 color;
varying vec4 secondaryColor;
void main()
{
gl_Position = myPMVMatrix * myVertex;
varCoord0 = myUV0.st;
// Light
varCoord1 = myUV1.st;
color = myColor;
secondaryColor = mySecondaryColor;
}
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