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1#version 400
2uniform vec4 sk_RTAdjust;
3layout (points) in ;
4layout (invocations = 2) in ;
5layout (line_strip, max_vertices = 2) out ;
6void main() {
7    gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));
8    {
9        gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
10        EmitVertex();
11    }
12    gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));
13    {
14        gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
15        EmitVertex();
16    }
17    EndPrimitive();
18}
19