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#version 430
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layout(location = 0) in vec4 in_position;
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layout(location = 1) in vec4 in_color;
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layout(location = 2) in int in_refInstanceIndex;
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layout(location = 0) out vec4 out_color;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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void main() {
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gl_Position = in_position;
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if (gl_InstanceIndex == in_refInstanceIndex)
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out_color = in_color;
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else
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out_color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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