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#version 440
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 vShadeCoord;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
vec4 color;
vec2 textureSize;
float qt_Opacity;
};
layout(binding = 1) uniform sampler2D qt_Texture;
#define PI 3.14159265358979323846
void main()
{
float shade = texture(qt_Texture, vTexCoord).r * 0.05 - length(vec2(0.5, 0.4) - vShadeCoord) * 0.3;
vec4 c = vec4(color.xyz + shade, color.w);
fragColor = c * qt_Opacity;
}
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