MSL: Add tests for masking with --for-tess.
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 v1;
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float4 gl_Position;
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float gl_PointSize;
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float gl_ClipDistance[2];
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float gl_ClipDistance_0;
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float gl_ClipDistance_1;
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};
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kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], uint3 spvStageInputSize [[grid_size]], device main0_out* spvOut [[buffer(28)]])
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{
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float4 v0 = {};
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device main0_out& out = spvOut[gl_GlobalInvocationID.y * spvStageInputSize.x + gl_GlobalInvocationID.x];
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if (any(gl_GlobalInvocationID >= spvStageInputSize))
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return;
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v0 = float4(1.0);
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out.v1 = float4(2.0);
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out.gl_Position = float4(3.0);
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out.gl_PointSize = 4.0;
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out.gl_ClipDistance[0] = 1.0;
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out.gl_ClipDistance[1] = 0.5;
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out.gl_ClipDistance_0 = out.gl_ClipDistance[0];
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out.gl_ClipDistance_1 = out.gl_ClipDistance[1];
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}
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 v0;
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float4 gl_Position;
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float gl_PointSize;
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float gl_ClipDistance[2];
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float gl_ClipDistance_0;
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float gl_ClipDistance_1;
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};
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kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], uint3 spvStageInputSize [[grid_size]], device main0_out* spvOut [[buffer(28)]])
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{
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float4 v1 = {};
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device main0_out& out = spvOut[gl_GlobalInvocationID.y * spvStageInputSize.x + gl_GlobalInvocationID.x];
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if (any(gl_GlobalInvocationID >= spvStageInputSize))
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return;
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out.v0 = float4(1.0);
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v1 = float4(2.0);
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out.gl_Position = float4(3.0);
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out.gl_PointSize = 4.0;
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out.gl_ClipDistance[0] = 1.0;
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out.gl_ClipDistance[1] = 0.5;
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out.gl_ClipDistance_0 = out.gl_ClipDistance[0];
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out.gl_ClipDistance_1 = out.gl_ClipDistance[1];
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}
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 v0;
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float4 v1;
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float4 gl_Position;
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float gl_ClipDistance[2];
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float gl_ClipDistance_0;
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float gl_ClipDistance_1;
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};
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kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], uint3 spvStageInputSize [[grid_size]], device main0_out* spvOut [[buffer(28)]])
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{
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float gl_PointSize = {};
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device main0_out& out = spvOut[gl_GlobalInvocationID.y * spvStageInputSize.x + gl_GlobalInvocationID.x];
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if (any(gl_GlobalInvocationID >= spvStageInputSize))
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return;
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out.v0 = float4(1.0);
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out.v1 = float4(2.0);
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out.gl_Position = float4(3.0);
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gl_PointSize = 4.0;
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out.gl_ClipDistance[0] = 1.0;
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out.gl_ClipDistance[1] = 0.5;
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out.gl_ClipDistance_0 = out.gl_ClipDistance[0];
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out.gl_ClipDistance_1 = out.gl_ClipDistance[1];
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}
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#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 v1;
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float4 gl_Position;
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float gl_PointSize;
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float gl_ClipDistance[2];
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float gl_ClipDistance_0;
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float gl_ClipDistance_1;
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};
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static inline __attribute__((always_inline))
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void write_in_func(thread float4& v0, device float4& v1, device float4& gl_Position, device float& gl_PointSize, device float (&gl_ClipDistance)[2])
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{
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v0 = float4(1.0);
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v1 = float4(2.0);
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gl_Position = float4(3.0);
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gl_PointSize = 4.0;
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gl_ClipDistance[0] = 1.0;
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gl_ClipDistance[1] = 0.5;
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}
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kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], uint3 spvStageInputSize [[grid_size]], device main0_out* spvOut [[buffer(28)]])
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{
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float4 v0 = {};
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device main0_out& out = spvOut[gl_GlobalInvocationID.y * spvStageInputSize.x + gl_GlobalInvocationID.x];
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if (any(gl_GlobalInvocationID >= spvStageInputSize))
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return;
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write_in_func(v0, out.v1, out.gl_Position, out.gl_PointSize, out.gl_ClipDistance);
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out.gl_ClipDistance_0 = out.gl_ClipDistance[0];
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out.gl_ClipDistance_1 = out.gl_ClipDistance[1];
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}
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#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 v0;
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float4 gl_Position;
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float gl_PointSize;
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float gl_ClipDistance[2];
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float gl_ClipDistance_0;
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float gl_ClipDistance_1;
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};
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static inline __attribute__((always_inline))
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void write_in_func(device float4& v0, thread float4& v1, device float4& gl_Position, device float& gl_PointSize, device float (&gl_ClipDistance)[2])
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{
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v0 = float4(1.0);
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v1 = float4(2.0);
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gl_Position = float4(3.0);
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gl_PointSize = 4.0;
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gl_ClipDistance[0] = 1.0;
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gl_ClipDistance[1] = 0.5;
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}
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kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], uint3 spvStageInputSize [[grid_size]], device main0_out* spvOut [[buffer(28)]])
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{
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float4 v1 = {};
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device main0_out& out = spvOut[gl_GlobalInvocationID.y * spvStageInputSize.x + gl_GlobalInvocationID.x];
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if (any(gl_GlobalInvocationID >= spvStageInputSize))
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return;
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write_in_func(out.v0, v1, out.gl_Position, out.gl_PointSize, out.gl_ClipDistance);
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out.gl_ClipDistance_0 = out.gl_ClipDistance[0];
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out.gl_ClipDistance_1 = out.gl_ClipDistance[1];
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}
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#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct main0_out
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{
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float4 v0;
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float4 v1;
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float4 gl_Position;
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float gl_ClipDistance[2];
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float gl_ClipDistance_0;
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float gl_ClipDistance_1;
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};
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static inline __attribute__((always_inline))
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void write_in_func(device float4& v0, device float4& v1, device float4& gl_Position, thread float& gl_PointSize, device float (&gl_ClipDistance)[2])
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{
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v0 = float4(1.0);
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v1 = float4(2.0);
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gl_Position = float4(3.0);
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gl_PointSize = 4.0;
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gl_ClipDistance[0] = 1.0;
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gl_ClipDistance[1] = 0.5;
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}
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kernel void main0(uint3 gl_GlobalInvocationID [[thread_position_in_grid]], uint3 spvStageInputSize [[grid_size]], device main0_out* spvOut [[buffer(28)]])
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{
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float gl_PointSize = {};
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device main0_out& out = spvOut[gl_GlobalInvocationID.y * spvStageInputSize.x + gl_GlobalInvocationID.x];
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if (any(gl_GlobalInvocationID >= spvStageInputSize))
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return;
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write_in_func(out.v0, out.v1, out.gl_Position, gl_PointSize, out.gl_ClipDistance);
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out.gl_ClipDistance_0 = out.gl_ClipDistance[0];
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out.gl_ClipDistance_1 = out.gl_ClipDistance[1];
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}
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#version 450
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layout(location = 0) out vec4 v0;
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layout(location = 1) out vec4 v1;
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out float gl_ClipDistance[2];
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void write_in_func()
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{
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v0 = vec4(1.0);
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v1 = vec4(2.0);
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gl_Position = vec4(3.0);
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gl_PointSize = 4.0;
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gl_ClipDistance[0] = 1.0;
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gl_ClipDistance[1] = 0.5;
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}
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void main()
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{
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write_in_func();
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}
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#version 450
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layout(location = 0) out vec4 v0;
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layout(location = 1) out vec4 v1;
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out float gl_ClipDistance[2];
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void write_in_func()
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{
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v0 = vec4(1.0);
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v1 = vec4(2.0);
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gl_Position = vec4(3.0);
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gl_PointSize = 4.0;
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gl_ClipDistance[0] = 1.0;
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gl_ClipDistance[1] = 0.5;
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}
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void main()
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{
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write_in_func();
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}
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#version 450
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layout(location = 0) out vec4 v0;
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layout(location = 1) out vec4 v1;
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out float gl_ClipDistance[2];
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void write_in_func()
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{
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v0 = vec4(1.0);
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v1 = vec4(2.0);
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gl_Position = vec4(3.0);
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gl_PointSize = 4.0;
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gl_ClipDistance[0] = 1.0;
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gl_ClipDistance[1] = 0.5;
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}
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void main()
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{
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write_in_func();
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}
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