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#version 440
layout(location = 0) in vec4 qt_Vertex;
layout(location = 1) in vec2 qt_MultiTexCoord0;
layout(location = 0) out vec2 qt_TexCoord0;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float bend;
float minimize;
float side;
float width;
float height;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
qt_TexCoord0 = qt_MultiTexCoord0;
vec4 pos = qt_Vertex;
pos.y = mix(qt_Vertex.y, ubuf.height, ubuf.minimize);
float t = pos.y / ubuf.height;
t = (3. - 2. * t) * t * t;
pos.x = mix(qt_Vertex.x, ubuf.side * ubuf.width, t * ubuf.bend);
gl_Position = ubuf.qt_Matrix * pos;
}
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