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// Vertex Shader
precision mediump float;
attribute vec3 aPosition;
uniform mat4 uModelMatrix;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
varying float vDistance;
uniform vec3 uReferencePoint; // Add uniform for the reference point
varying vec3 vWorldPosition; // Pass world position to fragment shader
void main() {
vec4 worldPosition = uModelMatrix * vec4(aPosition, 1.0);
gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(aPosition, 1.0);
// Pass world position to fragment shader
vWorldPosition = worldPosition.xyz;
}