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#extension GL_ARB_shader_storage_buffer_object : enable
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struct playerBounds {
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ivec3 headMin, headMax;
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ivec3 torsoMin, torsoMax;
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ivec3 leftLegMin, leftLegMax;
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ivec3 rightLegMin, rightLegMax;
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ivec3 leftHandMin, leftHandMax;
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ivec3 rightHandMin, rightHandMax;
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};
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layout(std430, binding = 3) SSBO_QUALIFIER buffer playerVerticesBuffer {
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vec3 vertexPositions[216];
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vec2 vertexData[216];
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playerBounds bounds;
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} playerVerticesSSBO;
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