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#version 120
varying vec3 normal, light_pos;
varying float y;
void main() {
normal = gl_Normal;
light_pos = vec3(0, 1, 0);
y = gl_Vertex.y;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
/* vim: set syn=glsl: */
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