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refs/heads/upstream/GL_EXT_buffer_reference_uvec2
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Test
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spv.GeometryShaderPassthrough.geom
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#version 450
#extension GL_NV_geometry_shader_passthrough : require
layout
(
triangles
)
in
;
layout
(
passthrough
)
in
gl_PerVertex
{
vec4 gl_Position
;
};
layout
(
passthrough
)
in
Inputs
{
vec2 texcoord
;
vec4 baseColor
;
};
void
main
()
{
}