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#[vertex]
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#version 450
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#VERSION_DEFINES
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#include "_included.glsl"
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layout(location = 0) out vec2 uv_interp;
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void main() {
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uv_interp = vec2(0, 1);
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}
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#[fragment]
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#version 450
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#VERSION_DEFINES
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layout(location = 0) in vec2 uv_interp;
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void main() {
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uv_interp = vec2(1, 0);
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}
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