uniform sampler2D qt_Texture0; in vec2 qt_Vertex; in vec2 qt_MultiTexCoord0; out vec2 qt_TexCoord0; out vec2 center; void main(void) { vec2 texSize = vec2(textureSize(qt_Texture0, 0)); gl_Position = vec4(qt_Vertex, 0.0, 1.0); qt_TexCoord0 = qt_MultiTexCoord0; qt_TexCoord0.y = 1.0 - qt_TexCoord0.y; center = qt_TexCoord0 * texSize.xy; }