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#version 440
layout(location = 0) in float gradTabIndex;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D gradTabTexture;
layout(std140, binding = 0) uniform buf {
mat4 matrix;
vec2 gradStart;
vec2 gradEnd;
float opacity;
} ubuf;
void main()
{
fragColor = texture(gradTabTexture, vec2(gradTabIndex, 0.5)) * ubuf.opacity;
}
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