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#version 450 core
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layout(location = 0)
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in vec4 foo;
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layout(location = 0)
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out vec4 bar;
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uniform vec4 uv1;
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uniform float uv2;
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uniform vec3 uv3;
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layout(binding = 0) uniform atomic_uint a_uint;
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void main()
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{
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bar = foo;
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gl_Position = foo;
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} |