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#version 450
#extension GL_ARB_separate_shader_objects : enable

out gl_PerVertex {
	vec4 gl_Position;
};

layout(location = 0) out vec3 color;

vec2 positions[3] = vec2[](
	vec2( 0.0, -0.5),
	vec2( 0.5,  0.5),
	vec2(-0.5,  0.5)
);

vec3 colors[3] = vec3[](
	vec3(1.0, 0.0, 0.0),
	vec3(0.0, 1.0, 0.0),
	vec3(0.0, 0.0, 1.0)
);

void main()
{
	gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
	color = colors[gl_VertexIndex];
}