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#version 440
layout(location = 0) in vec2 sampleCoord;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
mat4 matrix;
vec4 color; // only alpha is used, but must be vec4 due to layout compat
vec2 textureScale;
float dpr;
} ubuf;
void main()
{
vec4 glyph = texture(_qt_texture, sampleCoord);
fragColor = vec4(glyph.rgb * ubuf.color.a, glyph.a);
}
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