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#version 440

layout(location = 0) in vec4 vCoord;
layout(location = 1) in vec2 tCoord;

layout(location = 0) out vec2 sampleCoord;
layout(location = 1) out vec2 shiftedSampleCoord;

layout(std140, binding = 0) uniform buf {
    mat4 modelViewMatrix;
#if QSHADER_VIEW_COUNT >= 2
    mat4 projectionMatrix[QSHADER_VIEW_COUNT];
#else
    mat4 projectionMatrix;
#endif
    vec2 textureScale;
    float dpr;
    vec4 color;
    // the above must stay compatible with textmask/8bittextmask
    vec4 styleColor;
    vec2 shift;
};

void main()
{
     sampleCoord = tCoord * textureScale;
     shiftedSampleCoord = (tCoord - shift) * textureScale;
     vec4 xformed = modelViewMatrix * vCoord;
#if QSHADER_VIEW_COUNT >= 2
     gl_Position = projectionMatrix[gl_ViewIndex] * vec4(floor(xformed.xyz * dpr + 0.5) / dpr, xformed.w);
#else
     gl_Position = projectionMatrix * vec4(floor(xformed.xyz * dpr + 0.5) / dpr, xformed.w);
#endif
}