#version 150 core in vec4 qt_Vertex; in vec2 qt_MultiTexCoord0; uniform mat4 qt_Matrix; out vec2 qt_TexCoord0; out vec2 qt_TexCoord1; uniform vec2 startPoint; uniform float l; uniform vec2 matrixData; void main() { mat2 rot = mat2(matrixData.y, -matrixData.x, matrixData.x, matrixData.y); qt_TexCoord0 = qt_MultiTexCoord0; qt_TexCoord1 = qt_MultiTexCoord0 * l; qt_TexCoord1 -= startPoint * l; qt_TexCoord1 *= rot; gl_Position = qt_Matrix * qt_Vertex; }