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#import "Common/ShaderLib/Instancing.glsllib"
#import "Common/ShaderLib/Skinning.glsllib"
attribute vec3 inPosition;
attribute vec2 inTexCoord;
varying vec2 texCoord;
void main(){
vec4 modelSpacePos = vec4(inPosition, 1.0);
#ifdef NUM_BONES
Skinning_Compute(modelSpacePos);
#endif
gl_Position = TransformWorldViewProjection(modelSpacePos);
texCoord = inTexCoord;
}
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