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#version 440
layout(location = 0) in vec4 vertexCoord;
layout(location = 1) in vec4 vertexColor;
layout(location = 0) out vec2 coord;
layout(std140, binding = 0) uniform buf {
#if QSHADER_VIEW_COUNT >= 2
mat4 matrix[QSHADER_VIEW_COUNT];
#else
mat4 matrix;
#endif
vec2 translationPoint;
vec2 focalToCenter;
float centerRadius;
float focalRadius;
float opacity;
} ubuf;
void main()
{
coord = vertexCoord.xy - ubuf.translationPoint;
#if QSHADER_VIEW_COUNT >= 2
gl_Position = ubuf.matrix[gl_ViewIndex] * vertexCoord;
#else
gl_Position = ubuf.matrix * vertexCoord;
#endif
}
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