uniform lowp sampler2D original; uniform lowp sampler2D source1; uniform lowp sampler2D source2; uniform lowp sampler2D source3; uniform lowp sampler2D source4; uniform lowp sampler2D source5; uniform mediump float weight1; uniform mediump float weight2; uniform mediump float weight3; uniform mediump float weight4; uniform mediump float weight5; uniform highp vec4 color; uniform highp float spread; uniform lowp float qt_Opacity; varying mediump vec2 qt_TexCoord0; highp float linearstep(highp float e0, highp float e1, highp float x) { return clamp((x - e0) / (e1 - e0), 0.0, 1.0); } void main() { lowp vec4 shadowColor = texture2D(source1, qt_TexCoord0) * weight1; shadowColor += texture2D(source2, qt_TexCoord0) * weight2; shadowColor += texture2D(source3, qt_TexCoord0) * weight3; shadowColor += texture2D(source4, qt_TexCoord0) * weight4; shadowColor += texture2D(source5, qt_TexCoord0) * weight5; lowp vec4 originalColor = texture2D(original, qt_TexCoord0); shadowColor.rgb = mix(originalColor.rgb, color.rgb * originalColor.a, linearstep(0.0, spread, shadowColor.a)); gl_FragColor = vec4(shadowColor.rgb, originalColor.a) * originalColor.a * qt_Opacity; }