#version 440 layout(location = 0) in vec4 qt_Vertex; layout(location = 1) in vec2 qt_MultiTexCoord0; layout(std140, binding = 0) uniform ubuf { mat4 qt_Matrix; float qt_Opacity; float screenCurvature; float rbgShift; float frameShininess; float frameSize; float screen_brightness; float bloom; }; layout(location = 0) out vec2 qt_TexCoord0; void main() { qt_TexCoord0 = qt_MultiTexCoord0; gl_Position = qt_Matrix * qt_Vertex; }