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-rw-r--r--examples/quick/shadereffects/content/shaders/shadow.frag33
1 files changed, 20 insertions, 13 deletions
diff --git a/examples/quick/shadereffects/content/shaders/shadow.frag b/examples/quick/shadereffects/content/shaders/shadow.frag
index 8650ee4f4c..8247517b6d 100644
--- a/examples/quick/shadereffects/content/shaders/shadow.frag
+++ b/examples/quick/shadereffects/content/shaders/shadow.frag
@@ -1,14 +1,21 @@
-uniform lowp float qt_Opacity;
-uniform highp vec2 offset;
-uniform sampler2D source;
-uniform sampler2D shadow;
-uniform highp float darkness;
-uniform highp vec2 delta;
-
-varying highp vec2 qt_TexCoord0;
-
-void main() {
- lowp vec4 fg = texture2D(source, qt_TexCoord0);
- lowp vec4 bg = texture2D(shadow, qt_TexCoord0 + delta);
- gl_FragColor = (fg + vec4(0., 0., 0., darkness * bg.a) * (1. - fg.a)) * qt_Opacity;
+#version 440
+
+layout(location = 0) in vec2 qt_TexCoord0;
+layout(location = 0) out vec4 fragColor;
+
+layout(binding = 1) uniform sampler2D source;
+layout(binding = 2) uniform sampler2D shadow;
+
+layout(std140, binding = 0) uniform buf {
+ mat4 qt_Matrix;
+ float qt_Opacity;
+ float darkness;
+ vec2 delta;
+} ubuf;
+
+void main()
+{
+ vec4 fg = texture(source, qt_TexCoord0);
+ vec4 bg = texture(shadow, qt_TexCoord0 + ubuf.delta);
+ fragColor = (fg + vec4(0., 0., 0., ubuf.darkness * bg.a) * (1. - fg.a)) * ubuf.qt_Opacity;
}