#version 450 layout(location = 0) in vec4 qt_Vertex; layout(location = 1) in vec2 qt_MultiTexCoord0; layout(location = 0) out vec2 fragCoord; uniform mat4 qt_Matrix; uniform float qt_Opacity; void main() { fragCoord = vec2(qt_Vertex); gl_Position = qt_Matrix * qt_Vertex; }