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#version 440
layout(location = 0) in vec2 texCoord0;
layout(location = 1) in vec2 texCoord1;
layout(location = 2) in vec2 texCoord2;
layout(location = 3) in vec2 texCoord3;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
vec2 offset;
};
layout(binding = 1) uniform sampler2D source;
void main() {
vec4 sourceColor = (texture(source, texCoord0) + texture(source, texCoord1) +
texture(source, texCoord2) + texture(source, texCoord3)) / 4.0;
fragColor = sourceColor * qt_Opacity;
}
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