2d map, physics, and vptree implementation for sv
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OF_GLSL_SHADER_HEADER
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat4 textureMatrix;
uniform mat4 modelViewProjectionMatrix;
in vec4 position;
in vec2 texcoord;
out vec2 varyingtexcoord;
void main()
{
varyingtexcoord = texcoord;
gl_Position = modelViewProjectionMatrix * position;
}