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@ -30,8 +30,8 @@ layout(binding = 1) uniform sampler2D source; |
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void main() { |
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void main() { |
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if (((qt_TexCoord0.x >= discardRect.x && qt_TexCoord0.x <= discardRect.w) && |
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if (((qt_TexCoord0.x >= discardRect.x && qt_TexCoord0.x <= discardRect.z) && |
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(qt_TexCoord0.y >= discardRect.y && qt_TexCoord0.y <= discardRect.z))) |
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(qt_TexCoord0.y >= discardRect.y && qt_TexCoord0.y <= discardRect.w))) |
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discard; |
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discard; |
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highp vec4 texel = texture(source, qt_TexCoord0); |
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highp vec4 texel = texture(source, qt_TexCoord0); |
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