30 lines
583 B
GLSL
30 lines
583 B
GLSL
#version 440
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layout(location = 0) in vec4 qt_VertexPosition;
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layout(location = 1) in vec2 qt_VertexTexCoord;
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layout(location = 0) out vec2 qt_TexCoord0;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float paddedX;
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float paddedY;
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float paddedW;
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float paddedH;
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float smoothFactor;
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int rectCount;
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int myIndex;
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vec4 color;
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int hasInverted;
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float invertedRadius;
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vec4 invertedOuter;
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vec4 invertedInner;
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vec4 rectData[80];
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};
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void main() {
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gl_Position = qt_Matrix * qt_VertexPosition;
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qt_TexCoord0 = qt_VertexTexCoord;
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}
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