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#version 450
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layout (location = 0) in vec4 inColor;
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layout (location = 1) in float inGradientPos;
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layout (location = 0) out vec4 outFragColor;
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void main ()
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{
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//vec3 color = texture(samplerGradientRamp, vec2(inGradientPos, 0.0)).rgb;
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//outFragColor.rgb = texture(samplerColorMap, gl_PointCoord).rgb * color;
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outFragColor = vec4(inColor.rgb, 1.0f);
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}
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