#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; }