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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(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float expandX;
float expandY;
};
out gl_PerVertex { vec4 gl_Position; };
void main() {
vec2 texCoord = qt_MultiTexCoord0;
texCoord.s = (texCoord.s - expandX) / (1.0 - 2.0 * expandX);
texCoord.t = (texCoord.t - expandY) / (1.0 - 2.0 * expandY);
qt_TexCoord0 = texCoord;
gl_Position = qt_Matrix * qt_Vertex;
}