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							#version 450
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							#extension GL_EXT_nonuniform_qualifier : require
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							layout(location = 0) flat in int Index;
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							layout(location = 0) out vec4 FragColor;
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							layout(set = 0, binding = 0) uniform UBO
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							{
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								vec4 v;
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							} ubos[];
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							void main()
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							{
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								FragColor = ubos[nonuniformEXT(Index)].v;
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							}
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