kwin/shaders/1.40/scene-vertex.glsl

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#version 140
uniform mat4 projection;
// offset of the window/texture to be rendered
uniform vec2 offset;
in vec4 vertex;
in vec2 texCoord;
out vec2 varyingTexCoords;
void main()
{
varyingTexCoords = texCoord;
gl_Position = projection * vec4(vertex.xy + offset, vertex.zw);
}