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#version 120
uniform vec3 tree_pos;
varying vec3 normal, pos;
void main() {
normal = gl_Normal;
pos = gl_Vertex.xyz + tree_pos;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
/* vim: set syn=glsl: */
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