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#version 450
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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in gl_PerVertex { vec4 gl_Position; } gl_in[];
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out gl_PerVertex { vec4 gl_Position; };
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layout(location = 0) in vec4 in_color[];
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layout(location = 0) out vec4 out_color;
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void main() {
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for (int i=0; i<gl_in.length(); ++i) {
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gl_Position = gl_in[i].gl_Position;
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gl_ViewportIndex = int(round(gl_in[i].gl_Position.z * 3.0));
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out_color = in_color[i];
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EmitVertex();
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}
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EndPrimitive();
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}
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