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path: root/assets/shaders/generated/vk_pipeline_test.glsl
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#type vertex
#version 410
#ifdef GL_ARB_shader_draw_parameters
#extension GL_ARB_shader_draw_parameters : enable
#endif

#ifdef GL_ARB_shader_draw_parameters
#define SPIRV_Cross_BaseVertex gl_BaseVertexARB
#else
uniform int SPIRV_Cross_BaseVertex;
#endif
layout(location = 0) out vec3 _v0;

void main()
{
    vec2 p = vec2(float((uint(gl_VertexID - SPIRV_Cross_BaseVertex) << uint(1)) & 2u), float(uint(gl_VertexID - SPIRV_Cross_BaseVertex) & 2u));
    gl_Position = vec4((p * 2.0) - vec2(1.0), 0.0, 1.0);
    _v0 = vec3(p, 0.5);
}


#type fragment
#version 410

layout(location = 0) in vec3 _v0;
layout(location = 0) out vec4 entryPointParam_fragmentMain;

void main()
{
    entryPointParam_fragmentMain = vec4(_v0, 1.0);
}