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#version 460 core
#extension GL_ARB_separate_shader_objects : enable
layout(location=0) in dvec2 position;
layout(location=1) in double in_thing;
layout(location=0) out VertexData {
double out_thing;
} VertexOut;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
VertexOut.out_thing = in_thing;
}