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#version 450 core
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#extension GL_ARB_shader_draw_parameters : require
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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_refVertexIndex;
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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 = vec4(in_position.xy, 0.0, 1.0);
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out_color = vec4(1.0, 0.0, 0.0, 1.0);
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if ((gl_VertexIndex - gl_BaseVertexARB) == in_refVertexIndex && gl_DrawIDARB == 0)
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out_color = in_color;
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}
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