#version 440 layout(location = 0) in vec4 qt_Vertex; layout(location = 1) in vec2 qt_MultiTexCoord0; layout(location = 0) out vec2 texCoord; #if defined(SHADOW) layout(location = 1) out vec2 shadowTexCoord; #endif layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; float shadowScale; vec2 shadowOffset; vec2 centerOffset; float contrast; float brightness; float saturation; vec4 colorizationColor; vec4 blurWeight1; vec2 blurWeight2; vec4 mask; float maskInverted; vec4 shadowColor; vec4 shadowBlurWeight1; vec2 shadowBlurWeight2; }; void main() { texCoord = qt_MultiTexCoord0; #if defined(SHADOW) shadowTexCoord = qt_MultiTexCoord0 - shadowOffset; shadowTexCoord = (shadowTexCoord * shadowScale) + centerOffset; #endif gl_Position = qt_Matrix * qt_Vertex; }