#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; }