blob: 14581eb80e2eaa50085599865701def346d56b4c [file] [log] [blame]
#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D source;
layout(std140, binding = 0) uniform buf {
// The built-in vertex shader assumes the first 68 bytes are matrix and
// opacity so have them there even though the matrix is not used here.
mat4 qt_Matrix;
float qt_Opacity;
vec2 delta;
} ubuf;
void main()
{
fragColor = (0.0538 * texture(source, qt_TexCoord0 - 3.182 * ubuf.delta)
+ 0.3229 * texture(source, qt_TexCoord0 - 1.364 * ubuf.delta)
+ 0.2466 * texture(source, qt_TexCoord0)
+ 0.3229 * texture(source, qt_TexCoord0 + 1.364 * ubuf.delta)
+ 0.0538 * texture(source, qt_TexCoord0 + 3.182 * ubuf.delta)) * ubuf.qt_Opacity;
}