#version 150 core uniform mat4 qt_Matrix; uniform float plane1Width; uniform float plane2Width; in vec4 qt_VertexPosition; in vec2 qt_VertexTexCoord; out vec2 plane1TexCoord; out vec2 plane2TexCoord; void main() { plane1TexCoord = qt_VertexTexCoord * vec2(plane1Width, 1); plane2TexCoord = qt_VertexTexCoord * vec2(plane2Width, 1); gl_Position = qt_Matrix * qt_VertexPosition; }