diff options
Diffstat (limited to 'src/effects/shaders_ng/fastglow.frag')
-rw-r--r-- | src/effects/shaders_ng/fastglow.frag | 40 |
1 files changed, 40 insertions, 0 deletions
diff --git a/src/effects/shaders_ng/fastglow.frag b/src/effects/shaders_ng/fastglow.frag new file mode 100644 index 0000000..fa19239 --- /dev/null +++ b/src/effects/shaders_ng/fastglow.frag @@ -0,0 +1,40 @@ +#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; + vec4 color; + float spread; + float weight1; + float weight2; + float weight3; + float weight4; + float weight5; +}; + +layout(binding = 1) uniform sampler2D source1; +layout(binding = 2) uniform sampler2D source2; +layout(binding = 3) uniform sampler2D source3; +layout(binding = 4) uniform sampler2D source4; +layout(binding = 5) uniform sampler2D source5; + +float linearstep(float e0, float e1, float x) +{ + return clamp((x - e0) / (e1 - e0), 0.0, 1.0); +} + +void main() +{ + vec4 sourceColor = texture(source1, qt_TexCoord0) * weight1; + sourceColor += texture(source2, qt_TexCoord0) * weight2; + sourceColor += texture(source3, qt_TexCoord0) * weight3; + sourceColor += texture(source4, qt_TexCoord0) * weight4; + sourceColor += texture(source5, qt_TexCoord0) * weight5; + sourceColor = mix(vec4(0), color, linearstep(0.0, spread, sourceColor.a)); + fragColor = sourceColor * qt_Opacity; +} |