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								#version 450 core
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								layout(push_constant ) uniform pc {
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								 mat4 view_projection;
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								};
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								vec3 positions[3] = vec3[](
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								    vec3(0.0, -0.5, 0.5),
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								    vec3(0.5, 0.5, 0.5),
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								    vec3(-0.5, 0.5, 0.5)
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								);
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								vec3 colors[3] = vec3[](
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								    vec3(0.0, 0.0, 0.0),
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								    vec3(0.0, 0.0, 0.0),
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								    vec3(0.0, 0.0, 0.0)
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								);
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								layout(location = 0) out vec3 out_frag_color;
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								void main() 
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								{
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								    gl_Position = view_projection * vec4(positions[gl_VertexIndex], 1.0);
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								    out_frag_color = colors[gl_VertexIndex];
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								}
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