#version 440 layout(location = 0) in vec4 qt_VertexPosition; layout(location = 1) in vec2 qt_VertexTexCoord; layout(location = 0) out vec2 qt_TexCoord; layout(std140, binding = 0) uniform buf { mat4 matrix; float opacity; } ubuf; out gl_PerVertex { vec4 gl_Position; }; void main() { qt_TexCoord = qt_VertexTexCoord; gl_Position = ubuf.matrix * qt_VertexPosition; }