#version 150 uniform sampler2D source1; uniform sampler2D source2; uniform sampler2D source3; uniform sampler2D source4; uniform sampler2D source5; uniform float weight1; uniform float weight2; uniform float weight3; uniform float weight4; uniform float weight5; uniform vec4 color; uniform float spread; uniform float qt_Opacity; in vec2 qt_TexCoord0; out vec4 fragColor; 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; }