| uniform lowp sampler2D original; |
| uniform lowp sampler2D source1; |
| uniform lowp sampler2D source2; |
| uniform lowp sampler2D source3; |
| uniform lowp sampler2D source4; |
| uniform lowp sampler2D source5; |
| uniform mediump float weight1; |
| uniform mediump float weight2; |
| uniform mediump float weight3; |
| uniform mediump float weight4; |
| uniform mediump float weight5; |
| uniform highp vec4 color; |
| uniform highp float spread; |
| uniform lowp float qt_Opacity; |
| varying mediump vec2 qt_TexCoord0; |
| |
| highp float linearstep(highp float e0, highp float e1, highp float x) { |
| return clamp((x - e0) / (e1 - e0), 0.0, 1.0); |
| } |
| |
| void main() { |
| lowp vec4 shadowColor = texture2D(source1, qt_TexCoord0) * weight1; |
| shadowColor += texture2D(source2, qt_TexCoord0) * weight2; |
| shadowColor += texture2D(source3, qt_TexCoord0) * weight3; |
| shadowColor += texture2D(source4, qt_TexCoord0) * weight4; |
| shadowColor += texture2D(source5, qt_TexCoord0) * weight5; |
| lowp vec4 originalColor = texture2D(original, qt_TexCoord0); |
| shadowColor.rgb = mix(originalColor.rgb, color.rgb * originalColor.a, linearstep(0.0, spread, shadowColor.a)); |
| gl_FragColor = vec4(shadowColor.rgb, originalColor.a) * originalColor.a * qt_Opacity; |
| } |