uniform lowp sampler2D source; | |
uniform lowp float qt_Opacity; | |
varying highp vec2 qt_TexCoord0; | |
varying highp vec2 qt_TexCoord1; | |
varying highp vec2 qt_TexCoord2; | |
varying highp vec2 qt_TexCoord3; | |
void main() { | |
highp vec4 sourceColor = (texture2D(source, qt_TexCoord0) + | |
texture2D(source, qt_TexCoord1) + | |
texture2D(source, qt_TexCoord2) + | |
texture2D(source, qt_TexCoord3)) * 0.25; | |
gl_FragColor = sourceColor * qt_Opacity; | |
} |