15 lines
285 B
GLSL
15 lines
285 B
GLSL
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#version 450
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layout(location = 0) in vec4 qt_Vertex;
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layout(location = 1) in vec2 qt_MultiTexCoord0;
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layout(location = 0) out vec2 fragCoord;
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uniform mat4 qt_Matrix;
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uniform float qt_Opacity;
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void main()
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{
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fragCoord = vec2(qt_Vertex);
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gl_Position = qt_Matrix * qt_Vertex;
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}
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