attribute highp vec4 qt_Vertex; attribute highp vec2 qt_MultiTexCoord0; uniform highp mat4 qt_Matrix; uniform highp vec2 step; varying highp vec2 texCoord0; varying highp vec2 texCoord1; varying highp vec2 texCoord2; varying highp vec2 texCoord3; void main() { lowp float dither = 0.33; texCoord0 = vec2(qt_MultiTexCoord0.x + step.x, qt_MultiTexCoord0.y + step.y * dither); texCoord1 = vec2(qt_MultiTexCoord0.x + step.x * dither, qt_MultiTexCoord0.y - step.y); texCoord2 = vec2(qt_MultiTexCoord0.x - step.x * dither, qt_MultiTexCoord0.y + step.y); texCoord3 = vec2(qt_MultiTexCoord0.x - step.x, qt_MultiTexCoord0.y - step.y * dither); gl_Position = qt_Matrix * qt_Vertex; }