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attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
uniform highp mat4 qt_Matrix;
uniform highp vec2 step;
varying highp vec2 texCoord0;
varying highp vec2 texCoord1;
varying highp vec2 texCoord2;
varying highp vec2 texCoord3;
void main() {
lowp float dither = 0.33;
texCoord0 = vec2(qt_MultiTexCoord0.x + step.x, qt_MultiTexCoord0.y + step.y * dither);
texCoord1 = vec2(qt_MultiTexCoord0.x + step.x * dither, qt_MultiTexCoord0.y - step.y);
texCoord2 = vec2(qt_MultiTexCoord0.x - step.x * dither, qt_MultiTexCoord0.y + step.y);
texCoord3 = vec2(qt_MultiTexCoord0.x - step.x, qt_MultiTexCoord0.y - step.y * dither);
gl_Position = qt_Matrix * qt_Vertex;
}
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