Triangles fade from bottom and behave better on antialiased mask edges
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12
default.vert
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12
default.vert
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@@ -0,0 +1,12 @@
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#version 440
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layout(location = 0) in vec4 qt_Vertex;
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layout(location = 1) in vec2 qt_MultiTexCoord0;
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layout(location = 0) out vec2 coord;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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};
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void main() {
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coord = qt_MultiTexCoord0;
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gl_Position = qt_Matrix * qt_Vertex;
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}
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