// Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause #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 sourceSize; }; void main() { vec2 tc = qt_TexCoord0 * vec2(1, -1) + vec2(0, 1); vec4 col = 0.25 * (texture(source, tc + sourceSize) + texture(source, tc- sourceSize) + texture(source, tc + sourceSize * vec2(1, -1)) + texture(source, tc + sourceSize * vec2(-1, 1))); fragColor = col * qt_Opacity * (1.0 - qt_TexCoord0.y) * 0.2; }