uniform sampler2D qt_Texture0; in vec2 qt_Vertex; in vec2 qt_MultiTexCoord0; out vec2 qt_TexCoord0; uniform vec2 viewport; uniform vec2 offset; uniform float zoom; void main(void) { vec2 texSize = vec2(textureSize(qt_Texture0, 0)); vec2 scale = viewport / texSize; vec2 offsetRel = offset / texSize; gl_Position = vec4(qt_Vertex, 0.0, 1.0); qt_TexCoord0 = (qt_MultiTexCoord0 * scale + offsetRel) * zoom; }