#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 buf { mat4 qt_Matrix; } ubuf; void main() { vec4 pos = qt_Vertex; pos.x += sin(qt_Vertex.y * 0.02) * 20.; pos.y += sin(qt_Vertex.x * 0.02) * 20.; gl_Position = ubuf.qt_Matrix * pos; qt_TexCoord0 = qt_MultiTexCoord0; }