1uniform highp sampler2D original;
2uniform lowp float qt_Opacity;
3uniform lowp vec4 color;
4uniform highp float horizontalOffset;
5uniform highp float verticalOffset;
6varying highp vec2 qt_TexCoord0;
7
8void main(void) {
9    highp vec2 pos = qt_TexCoord0 - vec2(horizontalOffset, verticalOffset);
10    lowp float ea = step(0.0, pos.x) * step(0.0, pos.y) * step(pos.x, 1.0) * step(pos.y, 1.0);
11    lowp float eb = 1.0 - ea;
12    gl_FragColor = eb * color + ea * color * (1.0 - texture2D(original, pos).a) * qt_Opacity;
13}
14