kwin/shaders/1.40/scene-generic-vertex.glsl

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#version 140
uniform mat4 projection;
uniform mat4 modelview;
uniform mat4 screenTransformation;
uniform mat4 windowTransformation;
in vec4 vertex;
in vec2 texCoord;
out vec2 varyingTexCoords;
void main()
{
varyingTexCoords = texCoord;
gl_Position = projection * (modelview * screenTransformation * windowTransformation) * vertex;
}