ebiten/internal/shader/testdata/vertex_fragment.expected.fs

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uniform vec2 U0;
varying vec2 V0;
varying vec4 V1;
void F0(in vec4 l0, in vec2 l1, in vec4 l2, out vec4 l3);
void F0(in vec4 l0, in vec2 l1, in vec4 l2, out vec4 l3) {
l3 = vec4((l0).x, (l1).y, (l2).z, 1.0);
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return;
}
void main(void) {
vec4 l0 = vec4(0);
F0(gl_FragCoord, V0, V1, l0);
gl_FragColor = l0;
}