// Copyright (C) 2024 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #version 440 layout(location = 0) in vec4 vertexCoord; layout(location = 1) in vec4 vertexColor; layout(location = 0) out vec2 textureCoord; layout(std140, binding = 0) uniform buf { #if QSHADER_VIEW_COUNT >= 2 mat4 qt_Matrix[QSHADER_VIEW_COUNT]; #else mat4 qt_Matrix; #endif mat4 fillMatrix; vec2 boundsSize; float qt_Opacity; } ubuf; void main() { vec2 xformed = (ubuf.fillMatrix * vertexCoord).xy; textureCoord = vec2(xformed.x / ubuf.boundsSize.x, xformed.y / ubuf.boundsSize.y); #if QSHADER_VIEW_COUNT >= 2 gl_Position = ubuf.qt_Matrix[gl_ViewIndex] * vertexCoord; #else gl_Position = ubuf.qt_Matrix * vertexCoord; #endif }