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#version 330 core
precision highp float;
layout(triangles) in;
layout(triangle_strip, max_vertices = 4) out;
in block
{
vec2 Color;
vec2 Texcoord;
flat ivec3 in_a;
} In[];
out block
{
vec4 Color;
vec4 a;
vec2 b[3];
} Out;
void main()
{
for(int i = 0; i < gl_in.length(); ++i)
{
gl_Position = gl_in[i].gl_Position;
Out.Color = vec4(In[i].Color, 0, 1);
EmitVertex();
}
EndPrimitive();
}