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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;
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);
}
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