Revision control
Copy as Markdown
#version 450
layout(location = 0) in vec4 vertexPosition;
layout(location = 1) in vec2 vertexTexCoord;
layout(location = 0) out vec2 qt_TexCoord;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float visible;
};
void main()
{
qt_TexCoord = vertexTexCoord;
gl_Position = qt_Matrix * vertexPosition;
}