// Copyright (C) 2021 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only WITH Qt-GPL-exception-1.0 #version 440 layout (location = 0) in vec4 vertexCoord; layout (location = 1) in vec2 postScaleOffset; layout (std140, binding = 0) uniform Block { uniform mat4 matrix; uniform vec4 bindingLoopsColor; } block; layout (location = 0) out vec4 color; void main() { gl_Position = block.matrix * vertexCoord; gl_Position.x += postScaleOffset.x * 0.005; gl_Position.y += postScaleOffset.y * 0.01; gl_Position.z -= 0.1; gl_Position.w = 1.0; color = block.bindingLoopsColor; }