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#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D source;
layout(binding = 2) uniform sampler2D shadow;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float darkness;
vec2 delta;
} ubuf;
void main()
{
vec4 fg = texture(source, qt_TexCoord0);
vec4 bg = texture(shadow, qt_TexCoord0 + ubuf.delta);
fragColor = (fg + vec4(0., 0., 0., ubuf.darkness * bg.a) * (1. - fg.a)) * ubuf.qt_Opacity;
}
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