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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 {
mat4 qt_Matrix;
float qt_Opacity;
uniform float weight1;
uniform float weight2;
uniform float weight3;
uniform float weight4;
uniform float weight5;
uniform vec4 color;
uniform float spread;
};
layout(binding = 1) uniform sampler2D original;
layout(binding = 2) uniform sampler2D source1;
layout(binding = 3) uniform sampler2D source2;
layout(binding = 4) uniform sampler2D source3;
layout(binding = 5) uniform sampler2D source4;
layout(binding = 6) uniform sampler2D source5;
float linearstep(float e0, float e1, float x) {
return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}
void main() {
vec4 shadowColor = texture(source1, qt_TexCoord0) * weight1;
shadowColor += texture(source2, qt_TexCoord0) * weight2;
shadowColor += texture(source3, qt_TexCoord0) * weight3;
shadowColor += texture(source4, qt_TexCoord0) * weight4;
shadowColor += texture(source5, qt_TexCoord0) * weight5;
vec4 originalColor = texture(original, qt_TexCoord0);
shadowColor.rgb = mix(originalColor.rgb, color.rgb * originalColor.a, linearstep(0.0, spread, shadowColor.a));
fragColor = vec4(shadowColor.rgb, originalColor.a) * originalColor.a * qt_Opacity;
}