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#version 440
layout(location = 0) in vec4 vertexCoord;
layout(location = 1) in vec4 vertexColor;
layout(location = 0) out vec4 color;
layout(std140, binding = 0) uniform buf {
#if QSHADER_VIEW_COUNT >= 2
mat4 matrix[QSHADER_VIEW_COUNT];
#else
mat4 matrix;
#endif
float opacity;
};
void main()
{
#if QSHADER_VIEW_COUNT >= 2
gl_Position = matrix[gl_ViewIndex] * vertexCoord;
#else
gl_Position = matrix * vertexCoord;
#endif
color = vertexColor * opacity;
}