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precision mediump float;
layout (location = 0) uniform vec4 color_intensity;
layout (location = 1) uniform vec2 center;
layout (location = 2) uniform uint falloff;
layout (location = 3) uniform vec2 size;
layout (location = 0) in vec4 position;
void main() {
gl_Position = vec4(position.x, -position.y, 0, 1);
}
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