| #version 150 core |
| uniform sampler2D original; |
| uniform sampler2D source1; |
| uniform sampler2D source2; |
| uniform sampler2D source3; |
| uniform sampler2D source4; |
| uniform sampler2D source5; |
| uniform float weight1; |
| uniform float weight2; |
| uniform float weight3; |
| uniform float weight4; |
| uniform float weight5; |
| uniform vec4 color; |
| uniform float spread; |
| uniform float qt_Opacity; |
| in vec2 qt_TexCoord0; |
| out vec4 fragColor; |
| |
| float linearstep(float e0, float e1, float x) { |
| return clamp((x - e0) / (e1 - e0), 0.0, 1.0); |
| } |
| |
| void main() { |
| vec4 shadowColor = texture(source1, qt_TexCoord0) * weight1; |
| shadowColor += texture(source2, qt_TexCoord0) * weight2; |
| shadowColor += texture(source3, qt_TexCoord0) * weight3; |
| shadowColor += texture(source4, qt_TexCoord0) * weight4; |
| shadowColor += texture(source5, qt_TexCoord0) * weight5; |
| vec4 originalColor = texture(original, qt_TexCoord0); |
| shadowColor.rgb = mix(originalColor.rgb, color.rgb * originalColor.a, linearstep(0.0, spread, shadowColor.a)); |
| fragColor = vec4(shadowColor.rgb, originalColor.a) * originalColor.a * qt_Opacity; |
| } |