Rebuild shaders with the latest compiler
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@@ -16,11 +16,8 @@ out gl_PerVertex {
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float gl_ClipDistance[];
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};
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struct VertexData {
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vec4 o[16];
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};
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layout(location = 0) in VertexData in_vtx[];
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layout(location = 0) out VertexData out_vtx;
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layout(location = 0) in vec4 in_interpolators[][16];
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layout(location = 0) out vec4 out_interpolators[16];
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layout(lines_adjacency) in;
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layout(triangle_strip, max_vertices = 4) out;
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@@ -30,7 +27,7 @@ void main() {
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int input_index = order[i];
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gl_Position = gl_in[input_index].gl_Position;
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gl_PointSize = gl_in[input_index].gl_PointSize;
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out_vtx = in_vtx[input_index];
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out_interpolators = in_interpolators[input_index];
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EmitVertex();
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}
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EndPrimitive();
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