| #version 150 core |
| uniform sampler2D mask; |
| uniform sampler2D source1; |
| uniform sampler2D source2; |
| uniform sampler2D source3; |
| uniform sampler2D source4; |
| uniform sampler2D source5; |
| uniform sampler2D source6; |
| uniform float lod; |
| uniform float qt_Opacity; |
| in vec2 qt_TexCoord0; |
| out vec4 fragColor; |
| |
| float weight(float v) { |
| if (v <= 0.0) |
| return 1.0; |
| |
| if (v >= 0.5) |
| return 0.0; |
| |
| return 1.0 - v * 2.0; |
| } |
| |
| void main() { |
| |
| vec4 maskColor = texture(mask, qt_TexCoord0); |
| float l = lod * maskColor.a; |
| |
| float w1 = weight(abs(l - 0.100)); |
| float w2 = weight(abs(l - 0.300)); |
| float w3 = weight(abs(l - 0.500)); |
| float w4 = weight(abs(l - 0.700)); |
| float w5 = weight(abs(l - 0.900)); |
| float w6 = weight(abs(l - 1.100)); |
| |
| float sum = w1 + w2 + w3 + w4 + w5 + w6; |
| float weight1 = w1 / sum; |
| float weight2 = w2 / sum; |
| float weight3 = w3 / sum; |
| float weight4 = w4 / sum; |
| float weight5 = w5 / sum; |
| float weight6 = w6 / sum; |
| |
| vec4 sourceColor = texture(source1, qt_TexCoord0) * weight1; |
| sourceColor += texture(source2, qt_TexCoord0) * weight2; |
| sourceColor += texture(source3, qt_TexCoord0) * weight3; |
| sourceColor += texture(source4, qt_TexCoord0) * weight4; |
| sourceColor += texture(source5, qt_TexCoord0) * weight5; |
| sourceColor += texture(source6, qt_TexCoord0) * weight6; |
| |
| fragColor = sourceColor * qt_Opacity; |
| |
| } |