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-rw-r--r--tests/manual/nodetypes_ng/shadow_pass1.frag23
1 files changed, 23 insertions, 0 deletions
diff --git a/tests/manual/nodetypes_ng/shadow_pass1.frag b/tests/manual/nodetypes_ng/shadow_pass1.frag
new file mode 100644
index 0000000000..14581eb80e
--- /dev/null
+++ b/tests/manual/nodetypes_ng/shadow_pass1.frag
@@ -0,0 +1,23 @@
+#version 440
+
+layout(location = 0) in vec2 qt_TexCoord0;
+layout(location = 0) out vec4 fragColor;
+
+layout(binding = 1) uniform sampler2D source;
+
+layout(std140, binding = 0) uniform buf {
+ // The built-in vertex shader assumes the first 68 bytes are matrix and
+ // opacity so have them there even though the matrix is not used here.
+ mat4 qt_Matrix;
+ float qt_Opacity;
+ vec2 delta;
+} ubuf;
+
+void main()
+{
+ fragColor = (0.0538 * texture(source, qt_TexCoord0 - 3.182 * ubuf.delta)
+ + 0.3229 * texture(source, qt_TexCoord0 - 1.364 * ubuf.delta)
+ + 0.2466 * texture(source, qt_TexCoord0)
+ + 0.3229 * texture(source, qt_TexCoord0 + 1.364 * ubuf.delta)
+ + 0.0538 * texture(source, qt_TexCoord0 + 3.182 * ubuf.delta)) * ubuf.qt_Opacity;
+}