#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D source; layout(binding = 2) uniform sampler2D shadow; 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; float darkness; } ubuf; void main() { vec4 fg = texture(source, qt_TexCoord0); vec4 bg = texture(shadow, qt_TexCoord0 + ubuf.delta); fragColor = (fg + vec4(0., 0., 0., ubuf.darkness * bg.a) * (1. - fg.a)) * ubuf.qt_Opacity; }