now you can set optional ogl version through the first 2 parameters
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@@ -14,7 +14,7 @@ uniform mat4 MVP;
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void main(){
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// Output position of the vertex, in clip space : MVP * position
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gl_Position = MVP * vec4(vertexPosition_modelspace,1);
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gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
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UV = vertexUV;
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