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#import "Common/ShaderLib/GLSLCompat.glsllib"
#import "Common/ShaderLib/Instancing.glsllib"
attribute vec3 inPosition;
attribute vec3 inNormal;
varying vec3 normal;
void main(){
gl_Position = TransformWorldViewProjection(vec4(inPosition,1.0));
normal = inNormal;
}
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