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#version 440
layout(location = 0) in highp vec4 vertex;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
mat4 mapProjection;
vec4 center;
vec4 center_lowpart;
float wrapOffset;
vec4 color;
};
vec4 wrapped(in vec4 v) { return vec4(v.x + wrapOffset, v.y, 0.0, 1.0); }
void main() {
vec4 vtx = wrapped(vertex) - center;
vtx = vtx - center_lowpart;
gl_Position = qt_Matrix * mapProjection * vtx;
}
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