#version 420 // Shared vertex pass-through for ShaderEffect-based directional Gaussian // blur (ports `EditorImageGaussianBlurDirectionV2Filter` from Android). // The uniform block layout must match `direction_v2.frag` exactly so the // Qt RHI backend can bind the same UBO to both stages. layout(location = 0) in vec4 qt_Vertex; layout(location = 1) in vec2 qt_MultiTexCoord0; layout(location = 0) out vec2 textureCoordinate; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; float blurStep; float blurSigma; float blurRadiusF; float dirX; float dirY; float srcW; float srcH; }; void main() { gl_Position = qt_Matrix * qt_Vertex; textureCoordinate = qt_MultiTexCoord0; }