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1uniform mat4 u_projViewTrans;
2uniform mat4 u_worldTrans;
3
4attribute vec3 a_position;
5
6varying vec4 v_position;
7
8void main() {
9	v_position = vec4(a_position, 1.0);
10	gl_Position = u_projViewTrans * u_worldTrans *  v_position;
11}