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learn-wgpu/code/showcase/pong/res/shaders/textured.vert.wgsl

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struct VertexOutput {
[[builtin(position)]] member: vec4<f32>;
};
var<private> aPosition1: vec2<f32>;
var<private> gl_Position: vec4<f32>;
fn main1() {
let e2: vec2<f32> = aPosition1;
gl_Position = vec4<f32>(e2, f32(0), f32(1));
return;
}
[[stage(vertex)]]
fn main([[location(0)]] aPosition: vec2<f32>) -> VertexOutput {
aPosition1 = aPosition;
main1();
let e5: vec4<f32> = gl_Position;
return VertexOutput(e5);
}