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							#version 430
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							#extension GL_NV_viewport_array2 :require
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							layout(vertices = 4) out;
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							out gl_PerVertex {
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							    int gl_ViewportMask[2];
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							} gl_out[4];
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							layout (viewport_relative) out highp int gl_Layer;
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							void main()
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							{
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							    gl_out[gl_InvocationID].gl_ViewportMask[0] = 1;
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							}
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