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#type vertex
#version 410
layout(location = 0) in vec2 input_position;
layout(location = 1) in vec2 input_texCoord;
layout(location = 0) out vec2 _v0;
void main()
{
gl_Position = vec4(input_position, 0.0, 1.0);
_v0 = input_texCoord;
}
#type fragment
#version 410
uniform sampler2D u_ScreenTexture;
layout(location = 0) in vec2 _v0;
layout(location = 0) out vec4 entryPointParam_fragmentMain;
void main()
{
entryPointParam_fragmentMain = texture(u_ScreenTexture, _v0);
}
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