varying highp vec2 qt_TexCoord0; uniform sampler2D source; uniform lowp float qt_Opacity; void main() { vec2 delta = vec2(0.01, 0.01); gl_FragColor =(0.0538 * texture2D(source, qt_TexCoord0 - 3.182 * delta) + 0.3229 * texture2D(source, qt_TexCoord0 - 1.364 * delta) + 0.2466 * texture2D(source, qt_TexCoord0) + 0.3229 * texture2D(source, qt_TexCoord0 + 1.364 * delta) + 0.0538 * texture2D(source, qt_TexCoord0 + 3.182 * delta)) * qt_Opacity; }