| #version 440 |
| |
| layout(location = 0) in vec2 qt_TexCoord0; |
| layout(location = 0) out vec4 fragColor; |
| |
| layout(binding = 1) uniform sampler2D source; |
| layout(binding = 2) uniform sampler2D shadow; |
| |
| 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; |
| float darkness; |
| } ubuf; |
| |
| void main() |
| { |
| vec4 fg = texture(source, qt_TexCoord0); |
| vec4 bg = texture(shadow, qt_TexCoord0 + ubuf.delta); |
| fragColor = (fg + vec4(0., 0., 0., ubuf.darkness * bg.a) * (1. - fg.a)) * ubuf.qt_Opacity; |
| } |