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uniform highp vec2 pixelSize;
uniform highp mat4 qt_Matrix;
uniform lowp float opacity;
attribute highp vec4 vertex;
attribute highp vec2 multiTexCoord;
attribute highp vec2 vertexOffset;
attribute highp vec2 texCoordOffset;
varying highp vec2 texCoord;
varying lowp float vertexOpacity;
void main()
{
highp vec4 pos = qt_Matrix * vertex;
gl_Position = pos;
texCoord = multiTexCoord;
if (vertexOffset.x != 0.) {
highp vec4 delta = qt_Matrix[0] * vertexOffset.x;
highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
dir -= ndir * delta.w * pos.w;
highp float numerator = dot(dir, ndir * pos.w * pos.w);
highp float scale = 0.0;
if (numerator < 0.0)
scale = 1.0;
else
scale = min(1.0, numerator / dot(dir, dir));
gl_Position += scale * delta;
texCoord.x += scale * texCoordOffset.x;
}
if (vertexOffset.y != 0.) {
highp vec4 delta = qt_Matrix[1] * vertexOffset.y;
highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
dir -= ndir * delta.w * pos.w;
highp float numerator = dot(dir, ndir * pos.w * pos.w);
highp float scale = 0.0;
if (numerator < 0.0)
scale = 1.0;
else
scale = min(1.0, numerator / dot(dir, dir));
gl_Position += scale * delta;
texCoord.y += scale * texCoordOffset.y;
}
bool onEdge = any(notEqual(vertexOffset, vec2(0.)));
bool outerEdge = all(equal(texCoordOffset, vec2(0.)));
vertexOpacity = onEdge && outerEdge ? 0. : opacity;
}
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