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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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layout(location = 0) flat in int Index;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 0) uniform UBO
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{
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vec4 v;
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} ubos[];
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void main()
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{
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FragColor = ubos[nonuniformEXT(Index)].v;
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}
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