#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { // qt_Matrix and qt_Opacity must always be both present // if the built-in vertex shader is used. mat4 qt_Matrix; float qt_Opacity; float desaturation; }; layout(binding = 1) uniform sampler2D source; void main(void) { vec4 textureColor = texture(source, qt_TexCoord0.st); float grayColor = (textureColor.r + textureColor.g + textureColor.b) / 3.0; fragColor = mix(textureColor, vec4(vec3(grayColor), textureColor.a), desaturation) * qt_Opacity; }