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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 texCoord0;
++ layout(location = 1) out vec2 texCoord1;
++ layout(location = 2) out vec2 texCoord2;
++ layout(location = 3) out vec2 texCoord3;
++
++ layout(std140, binding = 0) uniform buf {
++ mat4 qt_Matrix;
++ float qt_Opacity;
++ vec2 offset;
++ };
++
++ out gl_PerVertex { vec4 gl_Position; };
++
++ void main() {
++ float dither = 0.33;
++ texCoord0 = vec2(qt_MultiTexCoord0.x + offset.x, qt_MultiTexCoord0.y + offset.y * dither);
++ texCoord1 = vec2(qt_MultiTexCoord0.x + offset.x * dither, qt_MultiTexCoord0.y - offset.y);
++ texCoord2 = vec2(qt_MultiTexCoord0.x - offset.x * dither, qt_MultiTexCoord0.y + offset.y);
++ texCoord3 = vec2(qt_MultiTexCoord0.x - offset.x, qt_MultiTexCoord0.y - offset.y * dither);
++ gl_Position = qt_Matrix * qt_Vertex;
++ }