#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; vec4 color; float spread; float weight1; float weight2; float weight3; float weight4; float weight5; }; layout(binding = 1) uniform sampler2D source1; layout(binding = 2) uniform sampler2D source2; layout(binding = 3) uniform sampler2D source3; layout(binding = 4) uniform sampler2D source4; layout(binding = 5) uniform sampler2D source5; float linearstep(float e0, float e1, float x) { return clamp((x - e0) / (e1 - e0), 0.0, 1.0); } void main() { vec4 sourceColor = texture(source1, qt_TexCoord0) * weight1; sourceColor += texture(source2, qt_TexCoord0) * weight2; sourceColor += texture(source3, qt_TexCoord0) * weight3; sourceColor += texture(source4, qt_TexCoord0) * weight4; sourceColor += texture(source5, qt_TexCoord0) * weight5; sourceColor = mix(vec4(0), color, linearstep(0.0, spread, sourceColor.a)); fragColor = sourceColor * qt_Opacity; }