29 lines
361 B
GLSL
29 lines
361 B
GLSL
#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 t21
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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 v17;
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layout(location = 0) out t24
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{
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t21 m0[3];
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} v26;
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void main()
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{
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gl_Position = v17;
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v26.m0[1].m1 = vec4(-4.0, -9.0, 3.0, 7.0);
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}
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