attribute highp vec4 qt_Vertex; attribute highp vec2 qt_MultiTexCoord0; uniform highp mat4 qt_Matrix; uniform highp float expandX; uniform highp float expandY; varying highp vec2 qt_TexCoord0; void main() { mediump 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; }