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#version 440
layout(location = 0) in vec4 pos;
layout(location = 1) in float t;
layout(location = 0) out float vT;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
vec4 color;
float qt_Opacity;
float size;
float spread;
};
out gl_PerVertex { vec4 gl_Position; };
void main(void)
{
vec4 adjustedPos = pos;
adjustedPos.y += (t * size);
gl_Position = qt_Matrix * adjustedPos;
vT = t;
}
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