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#version 150
uniform vec2 uViewPort; //Width and Height of the viewport
varying vec2 vLineCenter;
void main(void)
{
vec4 pp = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_Position = pp;
vec2 vp = uViewPort;
vLineCenter = 0.5*(pp.xy + vec2(1, 1))*vp;
};