| #version 150 |
| |
| uniform sampler2D source1; |
| uniform sampler2D source2; |
| uniform sampler2D source3; |
| uniform sampler2D source4; |
| uniform sampler2D source5; |
| uniform float weight1; |
| uniform float weight2; |
| uniform float weight3; |
| uniform float weight4; |
| uniform float weight5; |
| uniform vec4 color; |
| uniform float spread; |
| uniform float qt_Opacity; |
| |
| in vec2 qt_TexCoord0; |
| |
| out vec4 fragColor; |
| |
| 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; |
| } |