25 lines
542 B
GLSL
25 lines
542 B
GLSL
#version 440
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layout(location = 0) in vec4 vertex;
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layout(location = 1) in vec2 multiTexCoord;
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layout(location = 2) in float vertexOpacityIn;
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layout(location = 0) out vec2 texCoord;
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layout(location = 1) out float vertexOpacity;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float opacity;
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vec2 pixelSize;
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} ubuf;
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out gl_PerVertex { vec4 gl_Position; };
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void main()
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{
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vec4 pos = ubuf.qt_Matrix * vertex;
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gl_Position = pos;
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texCoord = multiTexCoord;
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vertexOpacity = ubuf.opacity * vertexOpacityIn;
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}
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