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#version 450
layout(location = 0) in vec4 input_buffer;
layout(binding = 0, std140) uniform iu
{
uvec4 m[2];
} input_uniform;
layout(binding = 1, std430) writeonly buffer ob
{
uvec4 m[2];
} output_buffer;
void main()
{
gl_Position = input_buffer;
for (int i = 0; i < 2; i++)
{
output_buffer.m[i] = input_uniform.m[i];
}
}
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