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#version 450
layout(row_major) uniform;
layout(row_major) buffer;
struct F_0
{
vec4 v0_0;
vec2 v1_0;
};
float F_get_0(F_0 this_0)
{
return this_0.v0_0.x + this_0.v1_0.x;
}
float E_get_0()
{
return 1.0;
}
layout(location = 0)
in vec3 vIn_p0_0;
layout(location = 1)
in vec4 vIn_field_v0_0;
layout(location = 2)
in vec2 _S3;
struct VOut_0
{
vec4 projPos_0;
};
void main()
{
F_0 _S4 = { vIn_field_v0_0, _S3 };
VOut_0 vout_0;
vout_0.projPos_0 = vec4(vIn_p0_0, F_get_0(_S4) + E_get_0());
gl_Position = vout_0.projPos_0;
return;
}
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