uniform lowp sampler2D source; uniform lowp float qt_Opacity; varying highp vec2 texCoord0; varying highp vec2 texCoord1; varying highp vec2 texCoord2; varying highp vec2 texCoord3; void main() { highp vec4 sourceColor = (texture2D(source, texCoord0) + texture2D(source, texCoord1) + texture2D(source, texCoord2) + texture2D(source, texCoord3)) / 4.0; gl_FragColor = sourceColor * qt_Opacity; }