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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> aPosition_1: vec2<f32>;
var<private> gl_Position: vec4<f32>;
fn main_1() {
let _e2: vec2<f32> = aPosition_1;
gl_Position = vec4<f32>(_e2.x, _e2.y, f32(0), f32(1));
return;
}
@vertex
fn main(@location(0) aPosition: vec2<f32>) -> VertexOutput {
aPosition_1 = aPosition;
main_1();
let _e5: vec4<f32> = gl_Position;
return VertexOutput(_e5);
}