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-rw-r--r--tests/manual/scenegraph_lancelot/data/shared/shaders/shadow.frag33
1 files changed, 21 insertions, 12 deletions
diff --git a/tests/manual/scenegraph_lancelot/data/shared/shaders/shadow.frag b/tests/manual/scenegraph_lancelot/data/shared/shaders/shadow.frag
index 0a6cdf3044..6a2d8dc122 100644
--- a/tests/manual/scenegraph_lancelot/data/shared/shaders/shadow.frag
+++ b/tests/manual/scenegraph_lancelot/data/shared/shaders/shadow.frag
@@ -1,14 +1,23 @@
-uniform lowp sampler2D source;
-uniform highp vec2 offset;
-uniform highp vec2 delta;
-varying highp vec2 qt_TexCoord0;
-uniform lowp float qt_Opacity;
+#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 {
+ mat4 qt_Matrix;
+ float qt_Opacity;
+ vec2 offset;
+ vec2 delta;
+} ubuf;
+
void main() {
- highp vec2 delta2 = vec2(delta.x, -delta.y);
- lowp float shadow = 0.25 * (texture2D(source, qt_TexCoord0 - offset + delta).a
- + texture2D(source, qt_TexCoord0 - offset - delta).a
- + texture2D(source, qt_TexCoord0 - offset + delta2).a
- + texture2D(source, qt_TexCoord0 - offset - delta2).a);
- lowp vec4 color = texture2D(source, qt_TexCoord0);
- gl_FragColor = mix(vec4(vec3(0.), 0.5 * shadow), color, color.a);
+ vec2 delta2 = vec2(ubuf.delta.x, -ubuf.delta.y);
+ float shadow = 0.25 * (texture(source, qt_TexCoord0 - ubuf.offset + ubuf.delta).a
+ + texture(source, qt_TexCoord0 - ubuf.offset - ubuf.delta).a
+ + texture(source, qt_TexCoord0 - ubuf.offset + delta2).a
+ + texture(source, qt_TexCoord0 - ubuf.offset - delta2).a);
+ vec4 color = texture(source, qt_TexCoord0);
+ fragColor = mix(vec4(vec3(0.), 0.5 * shadow), color, color.a);
}