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uniform lowp sampler2D source;
uniform lowp float qt_Opacity;
varying highp vec2 texCoord0;
varying highp vec2 texCoord1;
varying highp vec2 texCoord2;
varying highp vec2 texCoord3;
void main() {
highp vec4 sourceColor = (texture2D(source, texCoord0) + texture2D(source, texCoord1) +
texture2D(source, texCoord2) + texture2D(source, texCoord3)) / 4.0;
gl_FragColor = sourceColor * qt_Opacity;
}
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