/*SPDX-FileCopyrightText: 2025 Vlad Zahorodnii <vlad.zahorodnii@kde.org>SPDX-License-Identifier: LGPL-2.0-or-later*/#version 440layout(location = 0) in vec4 aVertex;layout(location = 1) in vec2 aTexCoord;layout(location = 0) out vec2 vTexCoord;layout(std140, binding = 0) uniform buf {mat4 qt_Matrix;float qt_Opacity;vec2 tilt;} ubuf;out gl_PerVertex { vec4 gl_Position; };void main(){gl_Position = ubuf.qt_Matrix * aVertex;vTexCoord = aTexCoord;}