#version 440 layout(location = 0) in vec2 qt_VertexPosition; layout(location = 1) in vec2 qt_VertexTexCoord; layout(location = 0) out vec2 v_texcoord; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; }; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = qt_Matrix * vec4(qt_VertexPosition, 0.0, 1.0); v_texcoord = qt_VertexTexCoord; }