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#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;
float range;
float blur;
vec4 color;
};
layout(binding = 1) uniform sampler2D sourceTex;
layout(binding = 2) uniform sampler2D noiseTex;
void main()
{
vec2 frostUV = texture(noiseTex, qt_TexCoord0).rg;
frostUV -= 0.5;
frostUV *= range;
frostUV += qt_TexCoord0;
vec4 frost = texture(sourceTex, frostUV);
frost += texture(sourceTex, frostUV + vec2(blur, blur));
frost += texture(sourceTex, frostUV + vec2(blur, -blur));
frost += texture(sourceTex, frostUV + vec2(-blur, blur));
frost += texture(sourceTex, frostUV + vec2(-blur, -blur));
frost *= 0.2;
frost.rgb *= color.rgb;
fragColor = vec4(frost.rgb, qt_Opacity);
}