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#version 450
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec4 inGradientPos;
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out float outGradientPos;
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layout(set = 0, binding = 0) uniform Camera {
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mat4 proj;
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mat4 view;
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} cam;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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void main ()
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{
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gl_PointSize = 8.0;
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outColor = vec4(1.0);
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outGradientPos = inGradientPos.x;
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gl_Position = cam.proj * cam.view * vec4(inPos.xy * 0.01, 1.0, 1.0);
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}
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