#version 150 core | |
in vec4 qt_Vertex; | |
in vec2 qt_MultiTexCoord0; | |
uniform mat4 qt_Matrix; | |
out vec2 qt_TexCoord0; | |
out vec2 qt_TexCoord1; | |
uniform vec2 startPoint; | |
uniform float l; | |
uniform vec2 matrixData; | |
void main() { | |
mat2 rot = mat2(matrixData.y, -matrixData.x, | |
matrixData.x, matrixData.y); | |
qt_TexCoord0 = qt_MultiTexCoord0; | |
qt_TexCoord1 = qt_MultiTexCoord0 * l; | |
qt_TexCoord1 -= startPoint * l; | |
qt_TexCoord1 *= rot; | |
gl_Position = qt_Matrix * qt_Vertex; | |
} |