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#version 150 core
uniform sampler2D source;
uniform float qt_Opacity;
in vec2 qt_TexCoord0;
in vec2 qt_TexCoord1;
in vec2 qt_TexCoord2;
in vec2 qt_TexCoord3;
out vec4 fragColor;
void main() {
vec4 sourceColor = (texture(source, qt_TexCoord0) +
texture(source, qt_TexCoord1) +
texture(source, qt_TexCoord2) +
texture(source, qt_TexCoord3)) * 0.25;
fragColor = sourceColor * qt_Opacity;
}
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