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/**
* @file diffuseV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
varying vec3 vary_normal;
void main()
{
//transform vertex
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
vary_normal = normalize(gl_NormalMatrix * gl_Normal);
gl_FrontColor = gl_Color;
}
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