#version 440 layout(location = 0) in vec4 qt_VertexPosition; layout(location = 1) in vec2 qt_VertexTexCoord; layout(location = 0) out vec2 qt_TexCoord; layout(std140, binding = 0) uniform buf { #if QSHADER_VIEW_COUNT >= 2 mat4 qt_Matrix[QSHADER_VIEW_COUNT]; #else mat4 qt_Matrix; #endif float opacity; }; void main() { qt_TexCoord = qt_VertexTexCoord; #if QSHADER_VIEW_COUNT >= 2 gl_Position = qt_Matrix[gl_ViewIndex] * qt_VertexPosition; #else gl_Position = qt_Matrix * qt_VertexPosition; #endif }