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@vertex
fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
	let uv = vec2<f32>(f32((in_vertex_index << 1) & 2), f32(in_vertex_index & 2)) / 2.0;
	return vec4<f32>(uv.x - 0.5, uv.y - 0.5, 0.0, 1.0);
}

@fragment
fn fs_main() -> @location(0) vec4<f32> {
	return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}