#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 offset; vec2 delta; } ubuf; void main() { vec2 delta2 = vec2(ubuf.delta.x, -ubuf.delta.y); float shadow = 0.25 * (texture(source, qt_TexCoord0 - ubuf.offset + ubuf.delta).a + texture(source, qt_TexCoord0 - ubuf.offset - ubuf.delta).a + texture(source, qt_TexCoord0 - ubuf.offset + delta2).a + texture(source, qt_TexCoord0 - ubuf.offset - delta2).a); vec4 color = texture(source, qt_TexCoord0); fragColor = mix(vec4(vec3(0.), 0.5 * shadow), color, color.a); }