20 lines
568 B
GLSL
20 lines
568 B
GLSL
in vec2 qt_Vertex;
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in vec2 qt_MultiTexCoord0;
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in ivec3 imageSize_num;
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out vec3 qt_TexCoord0;
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uniform ivec3 viewport_row;
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uniform mat4 mvp;
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uniform vec2 offset;
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uniform ivec3 thumb_size;
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void main(void)
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{
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vec2 pos = qt_Vertex * 0.5;
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pos.y *= -1.0;
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pos = pos * vec2(imageSize_num.xy) + float(thumb_size.x);
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ivec2 off = ivec2(imageSize_num.z % viewport_row.z, imageSize_num.z / viewport_row.z) * thumb_size.yz;
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gl_Position = mvp * vec4(pos - offset + vec2(off), 0.0, 1.0);
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qt_TexCoord0 = vec3(qt_MultiTexCoord0, float(imageSize_num.z) + 0.1);
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}
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