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ScreenPlay/ScreenPlayShader/shaders/lightning.frag

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#version 440
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layout(location=0) in vec2 qt_TexCoord0;
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layout(location=0) out vec4 fragColor;
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layout(std140, binding=0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
} ubuf;
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layout(binding=1) uniform sampler2D source;
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void main() {
fragColor = texture(source, qt_TexCoord0) * ubuf.qt_Opacity;
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}