uniform lowp sampler2D cyan; uniform lowp sampler2D magenta; uniform lowp sampler2D yellow; uniform lowp sampler2D black; varying highp vec2 qt_TexCoord0; uniform lowp float qt_Opacity; void main() { highp vec2 t = qt_TexCoord0 * 3. - 1.; lowp float c = texture2D(cyan, t + vec2(.05, .09)).a; lowp float m = texture2D(magenta, t + vec2(.04, -.10)).a; lowp float y = texture2D(yellow, t + vec2(-.10, .01)).a; lowp float k = texture2D(black, t).a; gl_FragColor = 1. - vec4(c + k, m + k, y + k, 0.); }