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attribute highp vec4 qt_Vertex;
attribute highp vec2 qt_MultiTexCoord0;
uniform highp mat4 qt_Matrix;
uniform highp vec2 matrixData;
uniform highp float horizontalRatio;
uniform highp float verticalRatio;
uniform highp vec2 center;
varying highp vec2 qt_TexCoord0;
varying highp vec2 qt_TexCoord1;
varying highp vec2 centerPoint;
void main() {
highp vec2 ratio = vec2(horizontalRatio, verticalRatio);
// Rotation matrix
highp mat2 rot = mat2(matrixData.y, -matrixData.x,
matrixData.x, matrixData.y);
qt_TexCoord0 = qt_MultiTexCoord0;
qt_TexCoord1 = qt_MultiTexCoord0;
qt_TexCoord1 -= center;
qt_TexCoord1 *= rot;
qt_TexCoord1 += center;
qt_TexCoord1 *= ratio;
centerPoint = center * ratio;
gl_Position = qt_Matrix * qt_Vertex;
}
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