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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;
vec4 color;
float horizontalOffset;
float verticalOffset;
};
layout(binding = 1) uniform sampler2D original;
void main(void) {
vec2 pos = qt_TexCoord0 - vec2(horizontalOffset, verticalOffset);
float ea = step(0.0, pos.x) * step(0.0, pos.y) * step(pos.x, 1.0) * step(pos.y, 1.0);
float eb = 1.0 - ea;
fragColor = eb * color + ea * color * (1.0 - texture(original, pos).a) * qt_Opacity;
}