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++ #version 450
++
++ layout(location = 0) in vec4 vertexPosition;
++ layout(location = 1) in vec2 vertexTexCoord;
++ layout(location = 0) out vec2 qt_TexCoord;
++
++ layout(std140, binding = 0) uniform buf {
++ mat4 qt_Matrix;
++ float qt_Opacity;
++ float visible;
++ };
++
++ void main()
++ {
++ qt_TexCoord = vertexTexCoord;
++ gl_Position = qt_Matrix * vertexPosition;
++ }