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#version 440

layout(location = 0) in vec4 fTexS;
layout(location = 1) in float progress;

layout(location = 0) out vec4 fragColor;

layout(binding = 1) uniform sampler2D tex;

layout(std140, binding = 0) uniform buf {
    mat4 matrix;
    vec4 animPos;
    vec3 animData;
    float opacity;
} ubuf;

void main()
{
    fragColor = mix(texture(tex, fTexS.xy),
                    texture(tex, fTexS.zw),
                    progress) * ubuf.opacity;
}