uniform lowp float qt_Opacity; | |
uniform highp vec2 offset; | |
uniform sampler2D source; | |
uniform sampler2D shadow; | |
uniform highp float darkness; | |
uniform highp vec2 delta; | |
varying highp vec2 qt_TexCoord0; | |
void main() { | |
lowp vec4 fg = texture2D(source, qt_TexCoord0); | |
lowp vec4 bg = texture2D(shadow, qt_TexCoord0 + delta); | |
gl_FragColor = (fg + vec4(0., 0., 0., darkness * bg.a) * (1. - fg.a)) * qt_Opacity; | |
} |