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lowp vec4 sourceColor = texture2D(source, qt_TexCoord0);
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lowp vec4 newColor = mix(leftColor, rightColor, step(progress, qt_TexCoord0.x));
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lowp vec4 newColor = mix(leftColor, rightColor, step(progress, " + texCoord + "));
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gl_FragColor = newColor * sourceColor.a * qt_Opacity;