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#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;
}
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