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/**
* @file drawQuadV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
attribute vec3 position;
attribute vec2 texcoord0;
attribute vec2 texcoord1;
void main(void)
{
//transform vertex
gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
gl_TexCoord[0] = vec4(texcoord0,0,1);
gl_TexCoord[1] = vec4(texcoord1,0,1);
}
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