#version 150 core uniform sampler2D source; uniform float qt_Opacity; in vec2 qt_TexCoord0; in vec2 qt_TexCoord1; in vec2 qt_TexCoord2; in vec2 qt_TexCoord3; out vec4 fragColor; void main() { vec4 sourceColor = (texture(source, qt_TexCoord0) + texture(source, qt_TexCoord1) + texture(source, qt_TexCoord2) + texture(source, qt_TexCoord3)) * 0.25; fragColor = sourceColor * qt_Opacity; }