#version 440 layout(location = 0) in vec4 aVertex; layout(location = 1) in vec2 aTexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out vec2 vShadeCoord; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; vec4 color; vec2 textureSize; float qt_Opacity; }; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = qt_Matrix * aVertex; vTexCoord = aVertex.xy * textureSize; vShadeCoord = aTexCoord; }