uniform highp mat4 qt_Matrix; uniform highp float plane1Width; uniform highp float plane2Width; uniform highp float plane3Width; attribute highp vec4 qt_VertexPosition; attribute highp vec2 qt_VertexTexCoord; varying highp vec2 plane1TexCoord; varying highp vec2 plane2TexCoord; varying highp vec2 plane3TexCoord; void main() { plane1TexCoord = qt_VertexTexCoord * vec2(plane1Width, 1); plane2TexCoord = qt_VertexTexCoord * vec2(plane2Width, 1); plane3TexCoord = qt_VertexTexCoord * vec2(plane3Width, 1); gl_Position = qt_Matrix * qt_VertexPosition; }