#version 440 layout(location = 0) in vec2 texCoord0; layout(location = 1) in vec2 texCoord1; layout(location = 2) in vec2 texCoord2; layout(location = 3) in vec2 texCoord3; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; vec2 offset; }; layout(binding = 1) uniform sampler2D src; void main() { vec4 sourceColor = (texture(src, texCoord0) + texture(src, texCoord1) + texture(src, texCoord2) + texture(src, texCoord3)) * 0.25; fragColor = sourceColor * qt_Opacity; }