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-rw-r--r--src/effects/shaders_ng/fastglow.frag40
1 files changed, 0 insertions, 40 deletions
diff --git a/src/effects/shaders_ng/fastglow.frag b/src/effects/shaders_ng/fastglow.frag
deleted file mode 100644
index fa19239..0000000
--- a/src/effects/shaders_ng/fastglow.frag
+++ /dev/null
@@ -1,40 +0,0 @@
-#version 440
-
-layout(location = 0) in vec2 qt_TexCoord0;
-layout(location = 0) out vec4 fragColor;
-
-layout(std140, binding = 0) uniform buf {
- // qt_Matrix and qt_Opacity must always be both present
- // if the built-in vertex shader is used.
- mat4 qt_Matrix;
- float qt_Opacity;
- vec4 color;
- float spread;
- float weight1;
- float weight2;
- float weight3;
- float weight4;
- float weight5;
-};
-
-layout(binding = 1) uniform sampler2D source1;
-layout(binding = 2) uniform sampler2D source2;
-layout(binding = 3) uniform sampler2D source3;
-layout(binding = 4) uniform sampler2D source4;
-layout(binding = 5) uniform sampler2D source5;
-
-float linearstep(float e0, float e1, float x)
-{
- return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
-}
-
-void main()
-{
- vec4 sourceColor = texture(source1, qt_TexCoord0) * weight1;
- sourceColor += texture(source2, qt_TexCoord0) * weight2;
- sourceColor += texture(source3, qt_TexCoord0) * weight3;
- sourceColor += texture(source4, qt_TexCoord0) * weight4;
- sourceColor += texture(source5, qt_TexCoord0) * weight5;
- sourceColor = mix(vec4(0), color, linearstep(0.0, spread, sourceColor.a));
- fragColor = sourceColor * qt_Opacity;
-}