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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(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;
};
void main()
{
sampleCoord = tCoord * 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
}
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