blob: 0a1ba7cc637043f00651d289560c24e94e14a82e [file] [log] [blame]
#version 150 core
in vec2 qt_TexCoord0;
uniform float qt_Opacity;
uniform sampler2D source;
uniform sampler2D displacementSource;
uniform float displacement;
uniform float xPixel;
uniform float yPixel;
out vec4 fragColor;
float linearstep(float e0, float e1, float x) {
return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}
void main() {
vec4 offset = texture(displacementSource, qt_TexCoord0);
offset.xy -= vec2(0.5, 0.5);
offset.xy = offset.xy * step(vec2(1.0/256.0), abs(offset.xy));
vec2 tx = qt_TexCoord0 + (vec2(-offset.x, offset.y) * displacement);
float e1 = linearstep(0.0, xPixel, tx.x);
float e2 = linearstep(0.0, yPixel, tx.y);
float e3 = 1.0 - linearstep(1.0, 1.0 + xPixel, tx.x);
float e4 = 1.0 - linearstep(1.0, 1.0 + yPixel, tx.y);
vec4 sample = texture(source, tx);
sample.rgb *= e1 * e2 * e3 * e4;
fragColor = sample * qt_Opacity * offset.a;
}