#version 440 layout(location = 0) in vec4 qt_Vertex; layout(location = 1) in vec2 qt_MultiTexCoord0; layout(location = 0) out vec2 texCoord0; layout(location = 1) out vec2 texCoord1; layout(location = 2) out vec2 texCoord2; layout(location = 3) out vec2 texCoord3; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; vec2 offset; }; void main() { float dither = 0.33; texCoord0 = vec2(qt_MultiTexCoord0.x + offset.x, qt_MultiTexCoord0.y + offset.y * dither); texCoord1 = vec2(qt_MultiTexCoord0.x + offset.x * dither, qt_MultiTexCoord0.y - offset.y); texCoord2 = vec2(qt_MultiTexCoord0.x - offset.x * dither, qt_MultiTexCoord0.y + offset.y); texCoord3 = vec2(qt_MultiTexCoord0.x - offset.x, qt_MultiTexCoord0.y - offset.y * dither); gl_Position = qt_Matrix * qt_Vertex; }