#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(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; vec2 startPoint; vec2 matrixData; float l; }; out gl_PerVertex { vec4 gl_Position; }; void main() { 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; }