#version 150 core in vec4 qt_Vertex; in vec2 qt_MultiTexCoord0; uniform mat4 qt_Matrix; uniform float expandX; uniform float expandY; out vec2 qt_TexCoord0; void main() { vec2 texCoord = qt_MultiTexCoord0; texCoord.s = (texCoord.s - expandX) / (1.0 - 2.0 * expandX); texCoord.t = (texCoord.t - expandY) / (1.0 - 2.0 * expandY); qt_TexCoord0 = texCoord; gl_Position = qt_Matrix * qt_Vertex; }