#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 delta; } ubuf; void main() { vec4 tl = texture(source, qt_TexCoord0 - ubuf.delta); vec4 tr = texture(source, qt_TexCoord0 + vec2(ubuf.delta.x, -ubuf.delta.y)); vec4 bl = texture(source, qt_TexCoord0 - vec2(ubuf.delta.x, -ubuf.delta.y)); vec4 br = texture(source, qt_TexCoord0 + ubuf.delta); vec4 gx = (tl + bl) - (tr + br); vec4 gy = (tl + tr) - (bl + br); fragColor.xyz = vec3(0.); fragColor.w = clamp(dot(sqrt(gx * gx + gy * gy), vec4(1.)), 0., 1.) * ubuf.qt_Opacity; }