attribute highp vec4 qt_Vertex; attribute highp vec2 qt_MultiTexCoord0; uniform highp mat4 qt_Matrix; uniform highp vec2 matrixData; uniform highp float horizontalRatio; uniform highp float verticalRatio; uniform highp vec2 center; varying highp vec2 qt_TexCoord0; varying highp vec2 qt_TexCoord1; varying highp vec2 centerPoint; void main() { highp vec2 ratio = vec2(horizontalRatio, verticalRatio); // Rotation matrix highp 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; }