|  | #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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