#version 440

layout(location = 0) in vec4 qt_VertexPosition;
layout(location = 1) in vec2 qt_VertexTexCoord;

layout(location = 0) out vec2 qt_TexCoord0;

layout(std140, binding = 0) uniform buf {
  mat4 qt_Matrix;
  float qt_Opacity;
  float paddedX;
  float paddedY;
  float paddedW;
  float paddedH;
  float smoothFactor;
  int rectCount;
  int myIndex;
  vec4 color;
  int hasInverted;
  float invertedRadius;
  vec4 invertedOuter;
  vec4 invertedInner;
  vec4 rectData[80];
};

void main() {
  gl_Position = qt_Matrix * qt_VertexPosition;
  qt_TexCoord0 = qt_VertexTexCoord;
}
