24 lines
670 B
GLSL
24 lines
670 B
GLSL
#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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vec2 textureSize;
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vec4 color;
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} ubuf;
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void main() {
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vec2 dx = vec2(0.5 / ubuf.textureSize.x, 0.);
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vec2 dy = vec2(0., 0.5 / ubuf.textureSize.y);
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fragColor = ubuf.color * 0.25
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* (texture(source, qt_TexCoord0 + dx + dy).a
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+ texture(source, qt_TexCoord0 + dx - dy).a
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+ texture(source, qt_TexCoord0 - dx + dy).a
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+ texture(source, qt_TexCoord0 - dx - dy).a);
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}
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