#version 440 layout(location = 0) in vec4 qt_Vertex; layout(location = 1) in vec2 qt_MultiTexCoord0; layout(location = 0) out vec2 qt_TexCoord0; layout(location = 1) out vec2 qt_TexCoord1; layout(location = 2) out vec2 qt_TexCoord2; layout(location = 3) out vec2 qt_TexCoord3; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; float xStep; float yStep; }; out gl_PerVertex { vec4 gl_Position; }; void main() { qt_TexCoord0 = vec2(qt_MultiTexCoord0.x + xStep, qt_MultiTexCoord0.y + yStep * 0.36); qt_TexCoord1 = vec2(qt_MultiTexCoord0.x + xStep * 0.36, qt_MultiTexCoord0.y - yStep); qt_TexCoord2 = vec2(qt_MultiTexCoord0.x - xStep * 0.36, qt_MultiTexCoord0.y + yStep); qt_TexCoord3 = vec2(qt_MultiTexCoord0.x - xStep, qt_MultiTexCoord0.y - yStep * 0.36); gl_Position = qt_Matrix * qt_Vertex; }