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#version 440
layout(location = 0) in vec4 qt_VertexPosition;
layout(location = 1) in vec2 qt_VertexTexCoord;
layout(location = 0) out vec2 qt_TexCoord;
layout(std140, binding = 0) uniform buf {
mat4 matrix;
float opacity;
float u_scale;
float v_scale;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main() {
qt_TexCoord = qt_VertexTexCoord;
gl_Position = ubuf.matrix * qt_VertexPosition;
}
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