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							struct VS_OUTPUT        {
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							    float4 Position             : SV_Position;
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							    float4 clip0                : SV_ClipDistance0;  // multiple semantic IDs, two vec4s (no extra packing)
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							    float4 clip1                : SV_ClipDistance1;  // ...
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							};
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							float4 main(VS_OUTPUT v) : SV_Target0
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							{
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							    return v.Position + v.clip0 + v.clip1;
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							}
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