#version 150 core uniform sampler2D source1; uniform sampler2D source2; uniform sampler2D source3; uniform sampler2D source4; uniform sampler2D source5; uniform float weight1; uniform float weight2; uniform float weight3; uniform float weight4; uniform float weight5; uniform float qt_Opacity; in vec2 qt_TexCoord0; out vec4 fragColor; void main() { vec4 sourceColor = texture(source1, qt_TexCoord0) * weight1; sourceColor += texture(source2, qt_TexCoord0) * weight2; sourceColor += texture(source3, qt_TexCoord0) * weight3; sourceColor += texture(source4, qt_TexCoord0) * weight4; sourceColor += texture(source5, qt_TexCoord0) * weight5; fragColor = sourceColor * qt_Opacity; }