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#version 440
layout(location = 0) in vec4 aVertex;
layout(location = 1) in vec2 aTexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 vShadeCoord;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
vec4 color;
vec2 textureSize;
float qt_Opacity;
};
out gl_PerVertex { vec4 gl_Position; };
void main() {
gl_Position = qt_Matrix * aVertex;
vTexCoord = aVertex.xy * textureSize;
vShadeCoord = aTexCoord;
}
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