#version 440 layout(location = 0) in vec4 qt_Vertex; layout(location = 1) in vec2 qt_MultiTexCoord0; layout(location = 0) out vec2 qt_TexCoord0; layout(std140, binding = 0) uniform qt_buf { #if QSHADER_VIEW_COUNT >= 2 mat4 qt_Matrix[QSHADER_VIEW_COUNT]; #else mat4 qt_Matrix; #endif float qt_Opacity; } qt_ubuf; // must use a name that does not clash with custom code when no uniform blocks void main() { qt_TexCoord0 = qt_MultiTexCoord0; #if QSHADER_VIEW_COUNT >= 2 gl_Position = qt_ubuf.qt_Matrix[gl_ViewIndex] * qt_Vertex; #else gl_Position = qt_ubuf.qt_Matrix * qt_Vertex; #endif }