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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 textureSize;
vec4 color;
} ubuf;
void main() {
vec2 dx = vec2(0.5 / ubuf.textureSize.x, 0.);
vec2 dy = vec2(0., 0.5 / ubuf.textureSize.y);
fragColor = ubuf.color * 0.25
* (texture(source, qt_TexCoord0 + dx + dy).a
+ texture(source, qt_TexCoord0 + dx - dy).a
+ texture(source, qt_TexCoord0 - dx + dy).a
+ texture(source, qt_TexCoord0 - dx - dy).a);
}
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