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#version 440
layout(location = 0) in vec4 vertexCoord;
layout(location = 1) in vec4 vertexColor;
layout(location = 0) out float gradTabIndex;
layout(std140, binding = 0) uniform buf {
#if QSHADER_VIEW_COUNT >= 2
mat4 matrix[QSHADER_VIEW_COUNT];
#else
mat4 matrix;
#endif
mat4 gradientMatrix;
vec2 gradStart;
vec2 gradEnd;
float opacity;
} ubuf;
void main()
{
vec2 gradVertexCoord = (ubuf.gradientMatrix * vertexCoord).xy;
vec2 gradVec = ubuf.gradEnd - ubuf.gradStart;
gradTabIndex = dot(gradVec, gradVertexCoord - ubuf.gradStart) / (gradVec.x * gradVec.x + gradVec.y * gradVec.y);
#if QSHADER_VIEW_COUNT >= 2
gl_Position = ubuf.matrix[gl_ViewIndex] * vertexCoord;
#else
gl_Position = ubuf.matrix * vertexCoord;
#endif
}
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