#version 440 layout(location = 0) in vec4 qt_VertexPosition; layout(location = 1) in vec2 qt_VertexTexCoord; layout(location = 0) out vec2 plane1TexCoord; layout(location = 1) out vec2 plane2TexCoord; layout(location = 2) out vec2 plane3TexCoord; layout(std140, binding = 0) uniform buf { mat4 matrix; mat4 colorMatrix; float opacity; float plane1Width; float plane2Width; float plane3Width; } ubuf; out gl_PerVertex { vec4 gl_Position; }; void main() { plane1TexCoord = qt_VertexTexCoord * vec2(ubuf.plane1Width, 1); plane2TexCoord = qt_VertexTexCoord * vec2(ubuf.plane2Width, 1); plane3TexCoord = qt_VertexTexCoord * vec2(ubuf.plane3Width, 1); gl_Position = ubuf.matrix * qt_VertexPosition; }