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-rw-r--r--examples/quick/shadereffects/content/shaders/colorize.frag26
1 files changed, 17 insertions, 9 deletions
diff --git a/examples/quick/shadereffects/content/shaders/colorize.frag b/examples/quick/shadereffects/content/shaders/colorize.frag
index 1219ef2460..bc8067cc8c 100644
--- a/examples/quick/shadereffects/content/shaders/colorize.frag
+++ b/examples/quick/shadereffects/content/shaders/colorize.frag
@@ -1,12 +1,20 @@
-uniform sampler2D source;
-uniform lowp vec4 tint;
-uniform lowp float qt_Opacity;
+#version 440
-varying highp vec2 qt_TexCoord0;
+layout(location = 0) in vec2 qt_TexCoord0;
+layout(location = 0) out vec4 fragColor;
-void main() {
- lowp vec4 c = texture2D(source, qt_TexCoord0);
- lowp float lo = min(min(c.x, c.y), c.z);
- lowp float hi = max(max(c.x, c.y), c.z);
- gl_FragColor = qt_Opacity * vec4(mix(vec3(lo), vec3(hi), tint.xyz), c.w);
+layout(binding = 1) uniform sampler2D source;
+
+layout(std140, binding = 0) uniform buf {
+ mat4 qt_Matrix;
+ float qt_Opacity;
+ vec4 tint;
+} ubuf;
+
+void main()
+{
+ vec4 c = texture(source, qt_TexCoord0);
+ float lo = min(min(c.x, c.y), c.z);
+ float hi = max(max(c.x, c.y), c.z);
+ fragColor = ubuf.qt_Opacity * vec4(mix(vec3(lo), vec3(hi), ubuf.tint.xyz), c.w);
}