24 lines
794 B
GLSL
24 lines
794 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 offset;
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vec2 delta;
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} ubuf;
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void main() {
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vec2 delta2 = vec2(ubuf.delta.x, -ubuf.delta.y);
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float shadow = 0.25 * (texture(source, qt_TexCoord0 - ubuf.offset + ubuf.delta).a
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+ texture(source, qt_TexCoord0 - ubuf.offset - ubuf.delta).a
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+ texture(source, qt_TexCoord0 - ubuf.offset + delta2).a
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+ texture(source, qt_TexCoord0 - ubuf.offset - delta2).a);
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vec4 color = texture(source, qt_TexCoord0);
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fragColor = mix(vec4(vec3(0.), 0.5 * shadow), color, color.a);
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}
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