#version 420 // Shared vertex pass-through for the motion blur shader used by // Blur Style "Horizontal" / "Vertical". Direct port of // `EditorImageMotionBlurFilter` from Android. The uniform block // layout must match `motion_blur.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 blurSize; float dirX; float dirY; float srcW; float srcH; }; void main() { gl_Position = qt_Matrix * qt_Vertex; textureCoordinate = qt_MultiTexCoord0; }