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#version 420 core
#include "clip.frag.glsl"
layout(location = 0) in vec2 inPos;
layout(location = 1) in vec2 inTexCoord;
layout(set = 0, binding = 0) uniform sampler2D inTexture;
layout(location = 0) out vec4 color;
void main()
{
color = clip (inPos, texture (inTexture, inTexCoord));
}
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