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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 texCoord;
#if defined(SHADOW)
layout(location = 1) out vec2 shadowTexCoord;
#endif
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float shadowScale;
vec2 shadowOffset;
vec2 centerOffset;
float contrast;
float brightness;
float saturation;
vec4 colorizationColor;
vec4 blurWeight1;
vec2 blurWeight2;
vec4 mask;
float maskInverted;
vec4 shadowColor;
vec4 shadowBlurWeight1;
vec2 shadowBlurWeight2;
};
void main() {
texCoord = qt_MultiTexCoord0;
#if defined(SHADOW)
shadowTexCoord = qt_MultiTexCoord0 - shadowOffset;
shadowTexCoord = (shadowTexCoord * shadowScale) + centerOffset;
#endif
gl_Position = qt_Matrix * qt_Vertex;
}
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