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#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;
}
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