29 lines
366 B
GLSL
29 lines
366 B
GLSL
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#version 450
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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float gl_ClipDistance[1];
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float gl_CullDistance[1];
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};
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struct _21
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{
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vec4 _m0;
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vec4 _m1;
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};
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layout(location = 0) in vec4 _17;
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layout(location = 0) out _24
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{
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_21 _m0[3];
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} _26;
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void main()
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{
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gl_Position = _17;
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_26._m0[1]._m1 = vec4(-4.0, -9.0, 3.0, 7.0);
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}
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