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25 lines
498 B
GLSL
25 lines
498 B
GLSL
#version 310 es
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precision highp float;
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precision highp int;
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struct NoPadding {
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vec3 v3_;
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float f3_;
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};
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struct NeedsPadding {
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float f3_forces_padding;
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vec3 v3_needs_padding;
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float f3_;
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};
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layout(location = 0) smooth in vec3 _vs2fs_location0;
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layout(location = 1) smooth in float _vs2fs_location1;
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layout(location = 0) out vec4 _fs2p_location0;
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void main() {
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NoPadding input_ = NoPadding(_vs2fs_location0, _vs2fs_location1);
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_fs2p_location0 = vec4(0.0);
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return;
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}
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