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#version 150 core
uniform mat4 qt_Matrix;
uniform float width;
in vec4 qt_VertexPosition;
in vec2 qt_VertexTexCoord;
out vec2 qt_TexCoord;
void main() {
qt_TexCoord = qt_VertexTexCoord * vec2(width, 1);
gl_Position = qt_Matrix * qt_VertexPosition;
}
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