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#version 330 core
flat in ivec3 apos[];
flat in ivec3 bpos[];
flat in ivec3 cpos[];
flat in float reps[];
layout(points) in;
layout(triangle_strip, max_vertices = 255) out;
const mat2 rot = mat2(1);
include(`networkCommon.glsl')
void
main()
{
doSeg(0, apos[0], bpos[0], 0.f, reps[0], rot, rot);
}
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