| #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; |
| } |