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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;
vec2 textureScale;
vec4 color;
float alphaMin;
float alphaMax;
} ubuf;
void main()
{
float distance = texture(_qt_texture, sampleCoord).r;
float f = fwidth(distance);
fragColor = ubuf.color * smoothstep(max(0.0, 0.5 - f), min(1.0, 0.5 + f), distance);
}
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