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++ // Copyright (C) 2025 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++ #version 440
++
++ layout(location = 0) in vec4 qt_Vertex;
++ layout(location = 1) in vec2 qt_MultiTexCoord0;
++ layout(location = 0) out vec2 texCoord;
++ layout(location = 1) out vec2 fragCoord;
++
++ layout(std140, binding = 0) uniform buf {
++ mat4 qt_Matrix;
++ float qt_Opacity;
++ vec3 iResolution;
++ vec4 color;
++ float lineWidth;
++ float smoothing;
++ };
++
++ out gl_PerVertex { vec4 gl_Position; };
++
++ #define HORIZONTAL 0
++
++
++ void main() {
++ texCoord = qt_MultiTexCoord0;
++ fragCoord = qt_Vertex.xy;
++ vec2 vertCoord = qt_Vertex.xy;
++ gl_Position = qt_Matrix * vec4(vertCoord, 0.0, 1.0);
++ }