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#version 450
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float visible;
};
layout(binding = 1) uniform sampler2D source;
layout(location = 0) in vec2 qt_TexCoord;
layout(location = 0) out vec4 fragColor;
void main()
{
if (visible < 0.0)
discard;
vec4 p = texture(source, qt_TexCoord);
float a = qt_Opacity * p.a;
fragColor = vec4(p.rgb * a, a);
}
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