#version 150 core | |
uniform sampler2D source; | |
uniform float qt_Opacity; | |
in vec2 qt_TexCoord0; | |
in vec2 qt_TexCoord1; | |
in vec2 qt_TexCoord2; | |
in vec2 qt_TexCoord3; | |
out vec4 fragColor; | |
void main() { | |
vec4 sourceColor = (texture(source, qt_TexCoord0) + | |
texture(source, qt_TexCoord1) + | |
texture(source, qt_TexCoord2) + | |
texture(source, qt_TexCoord3)) * 0.25; | |
fragColor = sourceColor * qt_Opacity; | |
} |