#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D source; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; vec2 textureSize; vec4 color; } ubuf; void main() { vec2 dx = vec2(0.5 / ubuf.textureSize.x, 0.); vec2 dy = vec2(0., 0.5 / ubuf.textureSize.y); fragColor = ubuf.color * 0.25 * (texture(source, qt_TexCoord0 + dx + dy).a + texture(source, qt_TexCoord0 + dx - dy).a + texture(source, qt_TexCoord0 - dx + dy).a + texture(source, qt_TexCoord0 - dx - dy).a); }