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#version 400
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out vec4 sk_FragCoord_Workaround;
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uniform vec4 sk_RTAdjust;
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layout (location = 0) in vec4 pos;
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void main() {
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sk_FragCoord_Workaround = (gl_Position = pos);
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gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
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}
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