attribute highp vec4 qt_Vertex; attribute highp vec2 qt_MultiTexCoord0; uniform highp mat4 qt_Matrix; varying highp vec2 qt_TexCoord0; varying highp vec2 qt_TexCoord1; uniform highp vec2 startPoint; uniform highp float l; uniform highp vec2 matrixData; void main() { highp mat2 rot = mat2(matrixData.y, -matrixData.x, matrixData.x, matrixData.y); qt_TexCoord0 = qt_MultiTexCoord0; qt_TexCoord1 = qt_MultiTexCoord0 * l; qt_TexCoord1 -= startPoint * l; qt_TexCoord1 *= rot; gl_Position = qt_Matrix * qt_Vertex; }