#version 150 core | |
in vec4 qt_Vertex; | |
in vec2 qt_MultiTexCoord0; | |
uniform mat4 qt_Matrix; | |
uniform float expandX; | |
uniform float expandY; | |
out vec2 qt_TexCoord0; | |
void main() { | |
vec2 texCoord = qt_MultiTexCoord0; | |
texCoord.s = (texCoord.s - expandX) / (1.0 - 2.0 * expandX); | |
texCoord.t = (texCoord.t - expandY) / (1.0 - 2.0 * expandY); | |
qt_TexCoord0 = texCoord; | |
gl_Position = qt_Matrix * qt_Vertex; | |
} |