| #version 150 core |
| in vec2 qt_TexCoord0; |
| uniform float qt_Opacity; |
| uniform sampler2D source; |
| uniform sampler2D displacementSource; |
| uniform float displacement; |
| uniform float xPixel; |
| uniform float yPixel; |
| out vec4 fragColor; |
| |
| float linearstep(float e0, float e1, float x) { |
| return clamp((x - e0) / (e1 - e0), 0.0, 1.0); |
| } |
| |
| void main() { |
| vec4 offset = texture(displacementSource, qt_TexCoord0); |
| offset.xy -= vec2(0.5, 0.5); |
| offset.xy = offset.xy * step(vec2(1.0/256.0), abs(offset.xy)); |
| vec2 tx = qt_TexCoord0 + (vec2(-offset.x, offset.y) * displacement); |
| |
| float e1 = linearstep(0.0, xPixel, tx.x); |
| float e2 = linearstep(0.0, yPixel, tx.y); |
| float e3 = 1.0 - linearstep(1.0, 1.0 + xPixel, tx.x); |
| float e4 = 1.0 - linearstep(1.0, 1.0 + yPixel, tx.y); |
| |
| vec4 sample = texture(source, tx); |
| sample.rgb *= e1 * e2 * e3 * e4; |
| fragColor = sample * qt_Opacity * offset.a; |
| } |