#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; vec2 size; vec4 radii; vec4 color; }; void main() { gl_Position = qt_Matrix * qt_VertexPosition; qt_TexCoord0 = qt_VertexTexCoord; }