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// 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
}
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