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-rw-r--r--src/effects/shaders_ng/fastglow.frag40
1 files changed, 40 insertions, 0 deletions
diff --git a/src/effects/shaders_ng/fastglow.frag b/src/effects/shaders_ng/fastglow.frag
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index 0000000..fa19239
--- /dev/null
+++ b/src/effects/shaders_ng/fastglow.frag
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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;
+ 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;
+}