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// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#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 delta;
} ubuf;
void main()
{
vec4 tl = texture(source, qt_TexCoord0 - ubuf.delta);
vec4 tr = texture(source, qt_TexCoord0 + vec2(ubuf.delta.x, -ubuf.delta.y));
vec4 bl = texture(source, qt_TexCoord0 - vec2(ubuf.delta.x, -ubuf.delta.y));
vec4 br = texture(source, qt_TexCoord0 + ubuf.delta);
vec4 gx = (tl + bl) - (tr + br);
vec4 gy = (tl + tr) - (bl + br);
fragColor.xyz = vec3(0.);
fragColor.w = clamp(dot(sqrt(gx * gx + gy * gy), vec4(1.)), 0., 1.) * ubuf.qt_Opacity;
}
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