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#define PROCESSING_TEXLIGHT_SHADER
uniform mat4 modelview;
uniform mat4 transform;
uniform mat3 normalMatrix;
attribute vec4 position;
attribute vec4 color;
attribute vec3 normal;
attribute vec4 emissive;
attribute float shininess;
attribute vec2 texCoord;
varying vec4 vertColor;
varying vec4 vertEmissive;
varying float vertShininess;
varying vec3 ecNormal;
varying vec3 ecPosition;
varying vec2 uv;
void main() {
gl_Position = transform * position;
ecPosition = vec3(modelview * position);
ecNormal = normalize(normalMatrix * normal);
vertEmissive = emissive;
vertColor = color;
vertShininess = shininess;
uv = texCoord;
}