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varying highp vec2 sampleCoord;
uniform mediump sampler2D _qt_texture;
uniform lowp vec4 color;
uniform mediump float alphaMin;
uniform mediump float alphaMax;
void main()
{
gl_FragColor = color * smoothstep(alphaMin,
alphaMax,
texture2D(_qt_texture, sampleCoord).a);
}
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