#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 displacement; float xPixel; float yPixel; }; layout(binding = 1) uniform sampler2D source; layout(binding = 2) uniform sampler2D displacementSource; float linearstep(float e0, float e1, float x) { return clamp((x - e0) / (e1 - e0), 0.0, 1.0); } void main() { vec4 offset = texture(displacementSource, qt_TexCoord0); offset.xy -= vec2(0.5, 0.5); offset.xy = offset.xy * step(vec2(1.0/256.0), abs(offset.xy)); vec2 tx = qt_TexCoord0 + (vec2(-offset.x, offset.y) * displacement); float e1 = linearstep(0.0, xPixel, tx.x); float e2 = linearstep(0.0, yPixel, tx.y); float e3 = 1.0 - linearstep(1.0, 1.0 + xPixel, tx.x); float e4 = 1.0 - linearstep(1.0, 1.0 + yPixel, tx.y); vec4 samp = texture(source, tx); samp.rgb *= e1 * e2 * e3 * e4; fragColor = samp * qt_Opacity * offset.a; }