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#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float colorProperty;
} ubuf;
void main() {
fragColor = vec4(qt_TexCoord0.x, qt_TexCoord0.y, ubuf.colorProperty, 1);
}
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