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#version 440
layout(location = 0) in vec4 qt_Vertex;
layout(location = 1) in vec2 qt_MultiTexCoord0;
layout(location = 0) out vec2 qt_TexCoord0;
layout(location = 1) out vec2 qt_TexCoord1;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
vec2 startPoint;
vec2 matrixData;
float l;
};
out gl_PerVertex { vec4 gl_Position; };
void main()
{
mat2 rot = mat2(matrixData.y, -matrixData.x,
matrixData.x, matrixData.y);
qt_TexCoord0 = qt_MultiTexCoord0;
qt_TexCoord1 = qt_MultiTexCoord0 * l;
qt_TexCoord1 -= startPoint * l;
qt_TexCoord1 *= rot;
gl_Position = qt_Matrix * qt_Vertex;
}