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GLSL

#ifndef VERTEX_GLSL
#define VERTEX_GLSL
#extension GL_EXT_buffer_reference : require
struct Vertex {
vec3 position;
float uv_x;
vec3 normal;
float uv_y;
vec4 tangent;
};
layout (buffer_reference, std430) readonly buffer VertexBuffer {
Vertex vertices[];
};
layout (buffer_reference, std430) buffer WritableVertexBuffer {
Vertex vertices[];
};
#endif // VERTEX_GLSL