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#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;
}
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