#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform ubuf { mat4 qt_Matrix; float qt_Opacity; float burnInLastUpdate; float burnInTime; float prevLastUpdate; }; layout(binding = 1) uniform sampler2D txt_source; layout(binding = 2) uniform sampler2D burnInSource; float rgb2grey(vec3 v) { return dot(v, vec3(0.21, 0.72, 0.04)); } void main() { vec2 coords = qt_TexCoord0; vec3 txtColor = texture(txt_source, coords).rgb; vec4 accColor = texture(burnInSource, coords); float prevMask = accColor.a; float currMask = rgb2grey(txtColor); float blurDecay = clamp((burnInLastUpdate - prevLastUpdate) * burnInTime, 0.0, 1.0); blurDecay = max(0.0, blurDecay - prevMask); float blurValue = rgb2grey(accColor.rgb) - blurDecay; float txtValue = rgb2grey(txtColor); float colorValue = max(blurValue, txtValue); vec3 color = vec3(colorValue); fragColor = vec4(color, currMask) * qt_Opacity; }