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#version 460 core
#extension GL_ARB_shading_language_include : enable
layout(location = 0) in ivec3 v_pos[2];
layout(location = 2) in mat2 v_rot;
layout(location = 4) in float v_reps;
flat out ivec3 pos[2];
flat out mat2 rot;
flat out float reps;
flat out float dist;
#include "networkCommon.glsl"
void
main()
{
pos = v_pos;
rot = v_rot;
reps = v_reps;
dist = segDist(v_pos[0], v_pos[1]);
}
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