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varying highp vec2 sampleCoord;
uniform sampler2D _qt_texture;
uniform lowp vec4 color;
uniform lowp vec4 styleColor;
uniform mediump float alphaMin;
uniform mediump float alphaMax;
uniform mediump float outlineAlphaMax0;
uniform mediump float outlineAlphaMax1;
void main()
{
mediump float d = texture2D(_qt_texture, sampleCoord).a;
mediump float a = smoothstep(alphaMin, alphaMax, d);
gl_FragColor = step(1.0 - a, 1.0) * mix(styleColor, color, a)
* smoothstep(outlineAlphaMax0, outlineAlphaMax1, d);
}
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