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varying vec3 normal, light_pos, V, N;
varying vec4 diffuse, ambient;
void main() {
normal = gl_Normal;
light_pos = vec3(0, 1, 0);
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
/* vim: set syn=glsl: */
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