26 lines
762 B
GLSL
26 lines
762 B
GLSL
// Copyright (C) 2023 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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vec2 sourceSize;
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};
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void main()
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{
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vec2 tc = qt_TexCoord0 * vec2(1, -1) + vec2(0, 1);
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vec4 col = 0.25 * (texture(source, tc + sourceSize)
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+ texture(source, tc- sourceSize)
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+ texture(source, tc + sourceSize * vec2(1, -1))
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+ texture(source, tc + sourceSize * vec2(-1, 1)));
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fragColor = col * qt_Opacity * (1.0 - qt_TexCoord0.y) * 0.2;
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}
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