[Vulkan] Maybe fix the rectangle list shader. Probably breaks everything.
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@@ -49,17 +49,8 @@ void main() {
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gl_PointSize = gl_in[2].gl_PointSize;
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out_interpolators = in_interpolators[2];
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EmitVertex();
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EndPrimitive();
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gl_Position = gl_in[2].gl_Position;
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gl_PointSize = gl_in[2].gl_PointSize;
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out_interpolators = in_interpolators[2];
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EmitVertex();
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gl_Position = gl_in[1].gl_Position;
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gl_PointSize = gl_in[1].gl_PointSize;
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out_interpolators = in_interpolators[1];
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EmitVertex();
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gl_Position = (gl_in[1].gl_Position + gl_in[2].gl_Position) -
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gl_in[0].gl_Position;
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gl_Position = vec4((gl_in[1].gl_Position.xy + gl_in[2].gl_Position.xy) -
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gl_in[0].gl_Position.xy, gl_in[2].gl_Position.zw);
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gl_PointSize = gl_in[2].gl_PointSize;
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for (int i = 0; i < 16; ++i) {
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out_interpolators[i] = -in_interpolators[0][i] + in_interpolators[1][i] + in_interpolators[2][i];
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@@ -84,17 +75,8 @@ void main() {
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gl_PointSize = gl_in[2].gl_PointSize;
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out_interpolators = in_interpolators[2];
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EmitVertex();
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EndPrimitive();
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gl_Position = gl_in[0].gl_Position;
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gl_PointSize = gl_in[0].gl_PointSize;
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out_interpolators = in_interpolators[0];
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EmitVertex();
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gl_Position = gl_in[2].gl_Position;
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gl_PointSize = gl_in[2].gl_PointSize;
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out_interpolators = in_interpolators[2];
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EmitVertex();
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gl_Position = (gl_in[0].gl_Position + gl_in[2].gl_Position) -
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gl_in[1].gl_Position;
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gl_Position = vec4((gl_in[0].gl_Position.xy + gl_in[2].gl_Position.xy) -
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gl_in[1].gl_Position.xy, gl_in[2].gl_Position.zw);
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gl_PointSize = gl_in[2].gl_PointSize;
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for (int i = 0; i < 16; ++i) {
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out_interpolators[i] = in_interpolators[0][i] + -in_interpolators[1][i] + in_interpolators[2][i];
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