use projection matrix as well
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@@ -4,6 +4,6 @@ attribute vec3 color;
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void main(void)
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void main(void)
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{
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{
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gl_Position = gl_ModelViewMatrix * vec4(pos, 1);
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1);
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gl_FrontColor = vec4(color, 1);
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gl_FrontColor = vec4(color, 1);
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}
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}
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