#version 450 layout(location = 0) in vec4 vertexPosition; layout(location = 1) in vec2 vertexTexCoord; layout(location = 0) out vec2 qt_TexCoord; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; float visible; }; void main() { qt_TexCoord = vertexTexCoord; gl_Position = qt_Matrix * vertexPosition; }