#version 150 core in vec4 qt_Vertex; in vec2 qt_MultiTexCoord0; uniform mat4 qt_Matrix; uniform vec2 matrixData; uniform float horizontalRatio; uniform float verticalRatio; uniform vec2 center; out vec2 qt_TexCoord0; out vec2 qt_TexCoord1; out vec2 centerPoint; void main() { vec2 ratio = vec2(horizontalRatio, verticalRatio); // Rotation matrix 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; }