| attribute highp vec4 qt_Vertex; |
| attribute highp vec2 qt_MultiTexCoord0; |
| |
| uniform highp mat4 qt_Matrix; |
| uniform highp float bend; |
| uniform highp float minimize; |
| uniform highp float side; |
| uniform highp float width; |
| uniform highp float height; |
| |
| varying highp vec2 qt_TexCoord0; |
| |
| void main() { |
| qt_TexCoord0 = qt_MultiTexCoord0; |
| highp vec4 pos = qt_Vertex; |
| pos.y = mix(qt_Vertex.y, height, minimize); |
| highp float t = pos.y / height; |
| t = (3. - 2. * t) * t * t; |
| pos.x = mix(qt_Vertex.x, side * width, t * bend); |
| gl_Position = qt_Matrix * pos; |
| } |