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#version 450
layout(cw, quads) in;
layout(location = 0) in vec4 vInputs[gl_MaxPatchVertices];
layout(location = 1) patch in vec4 vBoo[4];
layout(location = 5) patch in int vIndex;
void main()
{
vec4 tmp[gl_MaxPatchVertices] = vInputs;
gl_Position = tmp[0] + tmp[1] + vBoo[vIndex];
}
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