#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 1) in vec2 qt_TexCoord1; layout(location = 2) in vec2 qt_TexCoord2; layout(location = 3) in vec2 qt_TexCoord3; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; float xStep; float yStep; }; layout(binding = 1) uniform sampler2D source; 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; }