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#version 440
layout(location = 0) in vec4 qt_Vertex;
layout(location = 1) in vec2 qt_MultiTexCoord0;
layout(location = 0) out vec2 qt_TexCoord0;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
} ubuf;
void main() {
vec4 pos = qt_Vertex;
pos.x += sin(qt_Vertex.y * 0.02) * 20.;
pos.y += sin(qt_Vertex.x * 0.02) * 20.;
gl_Position = ubuf.qt_Matrix * pos;
qt_TexCoord0 = qt_MultiTexCoord0;
}
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