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// Copyright (C) 2025 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#version 440
layout(location = 0) in vec4 qt_Vertex;
layout(location = 1) in vec2 qt_MultiTexCoord0;
layout(location = 0) out vec2 texCoord;
layout(location = 1) out vec2 fragCoord;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
vec3 iResolution;
vec4 color;
float lineWidth;
float smoothing;
};
out gl_PerVertex { vec4 gl_Position; };
#define HORIZONTAL 0
void main() {
texCoord = qt_MultiTexCoord0;
fragCoord = qt_Vertex.xy;
vec2 vertCoord = qt_Vertex.xy;
gl_Position = qt_Matrix * vec4(vertCoord, 0.0, 1.0);
}