#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; float range; float blur; vec4 color; }; layout(binding = 1) uniform sampler2D sourceTex; layout(binding = 2) uniform sampler2D noiseTex; void main() { vec2 frostUV = texture(noiseTex, qt_TexCoord0).rg; frostUV -= 0.5; frostUV *= range; frostUV += qt_TexCoord0; vec4 frost = texture(sourceTex, frostUV); frost += texture(sourceTex, frostUV + vec2(blur, blur)); frost += texture(sourceTex, frostUV + vec2(blur, -blur)); frost += texture(sourceTex, frostUV + vec2(-blur, blur)); frost += texture(sourceTex, frostUV + vec2(-blur, -blur)); frost *= 0.2; frost.rgb *= color.rgb; fragColor = vec4(frost.rgb, qt_Opacity); }