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attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_texCoord0;
uniform mat4 u_worldTrans;
uniform mat4 u_projTrans;
varying vec2 v_texCoord0;
void main() {
v_texCoord0 = a_texCoord0;
gl_Position = u_projTrans * u_worldTrans * vec4(a_position, 1.0);
}