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var<private> x_900 : f32;
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|
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var<private> gl_Position : vec4<f32>;
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fn main_1() {
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x_900 = 1.0;
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return;
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}
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struct main_out {
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[[builtin(position)]]
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gl_Position : vec4<f32>;
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};
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[[stage(vertex)]]
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fn main() -> main_out {
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main_1();
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return main_out(gl_Position);
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}
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