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#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;
vec4 tint;
} ubuf;
void main()
{
vec4 c = texture(source, qt_TexCoord0);
float lo = min(min(c.x, c.y), c.z);
float hi = max(max(c.x, c.y), c.z);
fragColor = ubuf.qt_Opacity * vec4(mix(vec3(lo), vec3(hi), ubuf.tint.xyz), c.w);
}
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