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#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D source;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
vec4 aVec4;
vec3 aVec3;
vec2 aVec2;
float aFloat;
};
void main()
{
vec4 c = texture(source, qt_TexCoord0);
vec4 v = aVec4;
v.rgb += aVec3;
v.rg += aVec2;
v.r += aFloat;
c *= v;
if (c.a == 0.0)
c.a = 1.0;
fragColor = c * qt_Opacity;
}