uniform lowp float qt_Opacity; | |
uniform sampler2D source; | |
uniform highp vec2 delta; | |
varying highp vec2 qt_TexCoord0; | |
void main() { | |
gl_FragColor = (0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta) | |
+ 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta) | |
+ 0.2466 * texture2D(source, qt_TexCoord0) | |
+ 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta) | |
+ 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity; | |
} |