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