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uniform highp mat4 qt_Matrix;
attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
varying highp vec2 qt_TexCoord0;
uniform highp vec4 qt_SubRect_source;
void main()
{
qt_TexCoord0 = qt_SubRect_source.xy + qt_SubRect_source.zw * qt_MultiTexCoord0;
gl_Position = qt_Matrix * qt_Vertex;
}
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