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+link.multiUnitLayout.2.tese
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+Shader version: 410
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+input primitive = triangles
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+vertex spacing = fractional_even_spacing
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+triangle order = ccw
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+0:? Sequence
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+0:6 Function Definition: transformPosition(vf4; ( global 4-component vector of float)
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+0:6 Function Parameters:
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+0:6 'position' ( in 4-component vector of float)
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+0:8 Sequence
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+0:8 Branch: Return with expression
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+0:8 vector-scale ( temp 4-component vector of float)
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+0:8 Constant:
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+0:8 2.000000
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+0:8 'position' ( in 4-component vector of float)
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+0:? Linker Objects
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+
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+link.multiUnitLayout.0.tese
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+Shader version: 410
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+input primitive = triangles
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+vertex spacing = equal_spacing
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+triangle order = cw
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+0:? Sequence
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+0:7 Function Definition: main( ( global void)
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+0:7 Function Parameters:
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+0:9 Sequence
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+0:9 Sequence
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+0:9 move second child to first child ( temp 4-component vector of float)
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+0:9 'p0' ( temp 4-component vector of float)
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+0:9 vector-scale ( temp 4-component vector of float)
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+0:9 direct index ( temp float)
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+0:9 'gl_TessCoord' ( in 3-component vector of float TessCoord)
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+0:9 Constant:
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+0:9 0 (const int)
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+0:9 gl_Position: direct index for structure ( in 4-component vector of float Position)
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+0:9 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
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+0:9 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
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+0:9 Constant:
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+0:9 0 (const int)
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+0:9 Constant:
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+0:9 0 (const int)
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+0:10 Sequence
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+0:10 move second child to first child ( temp 4-component vector of float)
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+0:10 'p1' ( temp 4-component vector of float)
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+0:10 vector-scale ( temp 4-component vector of float)
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+0:10 direct index ( temp float)
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+0:10 'gl_TessCoord' ( in 3-component vector of float TessCoord)
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+0:10 Constant:
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+0:10 1 (const int)
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+0:10 gl_Position: direct index for structure ( in 4-component vector of float Position)
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+0:10 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
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+0:10 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
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+0:10 Constant:
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+0:10 1 (const int)
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+0:10 Constant:
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+0:10 0 (const int)
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+0:11 Sequence
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+0:11 move second child to first child ( temp 4-component vector of float)
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+0:11 'p2' ( temp 4-component vector of float)
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+0:11 vector-scale ( temp 4-component vector of float)
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+0:11 direct index ( temp float)
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+0:11 'gl_TessCoord' ( in 3-component vector of float TessCoord)
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+0:11 Constant:
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+0:11 2 (const int)
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+0:11 gl_Position: direct index for structure ( in 4-component vector of float Position)
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+0:11 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
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+0:11 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
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+0:11 Constant:
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+0:11 2 (const int)
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+0:11 Constant:
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+0:11 0 (const int)
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+0:12 move second child to first child ( temp 4-component vector of float)
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+0:12 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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+0:12 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
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+0:12 Constant:
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+0:12 0 (const uint)
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+0:12 Function Call: transformPosition(vf4; ( global 4-component vector of float)
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+0:12 add ( temp 4-component vector of float)
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+0:12 add ( temp 4-component vector of float)
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+0:12 'p0' ( temp 4-component vector of float)
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+0:12 'p1' ( temp 4-component vector of float)
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+0:12 'p2' ( temp 4-component vector of float)
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+0:? Linker Objects
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+0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
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+
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+
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+Linked tessellation evaluation stage:
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+
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+ERROR: Linking tessellation evaluation stage: Contradictory input vertex spacing
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+ERROR: Linking tessellation evaluation stage: Contradictory triangle ordering
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+
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+Shader version: 410
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+input primitive = triangles
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+vertex spacing = fractional_even_spacing
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+triangle order = ccw
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+0:? Sequence
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+0:6 Function Definition: transformPosition(vf4; ( global 4-component vector of float)
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+0:6 Function Parameters:
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+0:6 'position' ( in 4-component vector of float)
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+0:8 Sequence
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+0:8 Branch: Return with expression
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+0:8 vector-scale ( temp 4-component vector of float)
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+0:8 Constant:
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+0:8 2.000000
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+0:8 'position' ( in 4-component vector of float)
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+0:7 Function Definition: main( ( global void)
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+0:7 Function Parameters:
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+0:9 Sequence
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+0:9 Sequence
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+0:9 move second child to first child ( temp 4-component vector of float)
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+0:9 'p0' ( temp 4-component vector of float)
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+0:9 vector-scale ( temp 4-component vector of float)
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+0:9 direct index ( temp float)
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+0:9 'gl_TessCoord' ( in 3-component vector of float TessCoord)
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+0:9 Constant:
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+0:9 0 (const int)
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+0:9 gl_Position: direct index for structure ( in 4-component vector of float Position)
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+0:9 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
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+0:9 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
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+0:9 Constant:
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+0:9 0 (const int)
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+0:9 Constant:
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+0:9 0 (const int)
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+0:10 Sequence
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+0:10 move second child to first child ( temp 4-component vector of float)
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+0:10 'p1' ( temp 4-component vector of float)
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+0:10 vector-scale ( temp 4-component vector of float)
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+0:10 direct index ( temp float)
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+0:10 'gl_TessCoord' ( in 3-component vector of float TessCoord)
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+0:10 Constant:
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+0:10 1 (const int)
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+0:10 gl_Position: direct index for structure ( in 4-component vector of float Position)
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+0:10 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
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+0:10 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
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+0:10 Constant:
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+0:10 1 (const int)
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+0:10 Constant:
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+0:10 0 (const int)
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+0:11 Sequence
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+0:11 move second child to first child ( temp 4-component vector of float)
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+0:11 'p2' ( temp 4-component vector of float)
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+0:11 vector-scale ( temp 4-component vector of float)
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+0:11 direct index ( temp float)
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+0:11 'gl_TessCoord' ( in 3-component vector of float TessCoord)
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+0:11 Constant:
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+0:11 2 (const int)
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+0:11 gl_Position: direct index for structure ( in 4-component vector of float Position)
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+0:11 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
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+0:11 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
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+0:11 Constant:
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+0:11 2 (const int)
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+0:11 Constant:
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+0:11 0 (const int)
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+0:12 move second child to first child ( temp 4-component vector of float)
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+0:12 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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+0:12 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
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+0:12 Constant:
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+0:12 0 (const uint)
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+0:12 Function Call: transformPosition(vf4; ( global 4-component vector of float)
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+0:12 add ( temp 4-component vector of float)
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+0:12 add ( temp 4-component vector of float)
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+0:12 'p0' ( temp 4-component vector of float)
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+0:12 'p1' ( temp 4-component vector of float)
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+0:12 'p2' ( temp 4-component vector of float)
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+0:? Linker Objects
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+0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
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+
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