#version 440 layout(location = 0) in vec4 qt_Vertex; layout(location = 1) in vec2 qt_MultiTexCoord0; layout(location = 0) out vec2 qt_TexCoord0; layout(location = 1) out vec2 qt_TexCoord1; layout(location = 2) out vec2 centerPoint; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; vec2 center; vec2 matrixData; float horizontalRatio; float verticalRatio; }; out gl_PerVertex { vec4 gl_Position; }; void main() { vec2 ratio = vec2(horizontalRatio, verticalRatio); mat2 rot = mat2(matrixData.y, -matrixData.x, matrixData.x, matrixData.y); qt_TexCoord0 = qt_MultiTexCoord0; qt_TexCoord1 = qt_MultiTexCoord0; qt_TexCoord1 -= center; qt_TexCoord1 *= rot; qt_TexCoord1 += center; qt_TexCoord1 *= ratio; centerPoint = center * ratio; gl_Position = qt_Matrix * qt_Vertex; }