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#version 440
layout(location = 0) in vec4 qt_VertexPosition;
layout(location = 1) in vec2 qt_VertexTexCoord;
layout(location = 0) out vec2 qt_TexCoord0;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float hue;
};
void main()
{
qt_TexCoord0 = qt_VertexTexCoord;
gl_Position = qt_Matrix * qt_VertexPosition;
}