25 lines
659 B
GLSL
25 lines
659 B
GLSL
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#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source;
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layout(std140, binding = 0) uniform buf
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{
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mat4 qt_Matrix;
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float qt_Opacity;
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} ubuf;
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void main()
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{
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vec2 delta = vec2(0.01, 0.01);
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fragColor =(0.0538 * texture(source, qt_TexCoord0 - 3.182 * delta)
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+ 0.3229 * texture(source, qt_TexCoord0 - 1.364 * delta)
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+ 0.2466 * texture(source, qt_TexCoord0)
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+ 0.3229 * texture(source, qt_TexCoord0 + 1.364 * delta)
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+ 0.0538 * texture(source, qt_TexCoord0 + 3.182 * delta)) * ubuf.qt_Opacity;
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}
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