#version 150 core | |
in vec2 qt_TexCoord0; | |
uniform float qt_Opacity; | |
uniform sampler2D source; | |
uniform vec4 color; | |
uniform float horizontalOffset; | |
uniform float verticalOffset; | |
out vec4 fragColor; | |
void main(void) { | |
vec2 pos = qt_TexCoord0 - vec2(horizontalOffset, verticalOffset); | |
float ea = step(0.0, pos.x) * step(0.0, pos.y) * step(pos.x, 1.0) * step(pos.y, 1.0); | |
float eb = 1.0 - ea; | |
fragColor = (eb * color + ea * color * (1.0 - texture(source, pos).a)) * qt_Opacity; | |
} |