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20 lines
408 B
GLSL
20 lines
408 B
GLSL
#version 440
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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(std140, binding = 0) uniform ubuf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float burnInLastUpdate;
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float burnInTime;
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float prevLastUpdate;
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};
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layout(location = 0) out vec2 qt_TexCoord0;
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void main() {
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qt_TexCoord0 = qt_MultiTexCoord0;
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gl_Position = qt_Matrix * qt_Vertex;
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}
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