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#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D frontSource;
layout(binding = 2) uniform sampler2D backSource;
void main() {
fragColor = gl_FrontFacing
? texture(frontSource, qt_TexCoord0)
: texture(backSource, qt_TexCoord0);
}
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