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#version 440
layout(location = 0) in vec2 qt_TexCoord;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float opacity;
} ubuf;
layout(binding = 1) uniform sampler2D qt_Texture;
layout(binding = 2) uniform sampler2D t1;
void main()
{
fragColor = texture(qt_Texture, qt_TexCoord) * ubuf.opacity * texture(t1, qt_TexCoord);
}