18 lines
403 B
GLSL
18 lines
403 B
GLSL
#version 440
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layout(location = 0) in vec4 qt_Vertex;
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layout(location = 1) in vec2 qt_MultiTexCoord0;
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layout(location = 0) out vec2 qt_TexCoord0;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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vec4 qt_SubRect_source;
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} ubuf;
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void main()
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{
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qt_TexCoord0 = ubuf.qt_SubRect_source.xy + ubuf.qt_SubRect_source.zw * qt_MultiTexCoord0;
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gl_Position = ubuf.qt_Matrix * qt_Vertex;
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}
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