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uniform lowp sampler2D source;
varying highp vec2 qt_TexCoord0;
void main() {
lowp vec4 c = texture2D(source, qt_TexCoord0);
lowp float level = c.r * 0.3 + c.g * 0.59 + c.b * 0.11;
gl_FragColor = vec4(level, level, level, c.a);
}
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