/* * SPDX-FileCopyrightText: 2023 Mike Noe * * SPDX-License-Identifier: LGPL-2.0-or-later */ #version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; } ubuf; layout(binding = 1) uniform sampler2D source; layout(binding = 2) uniform sampler2D mask; void main() { fragColor = texture(source, qt_TexCoord0) * (1.0 - (texture(mask, qt_TexCoord0).a)) * ubuf.qt_Opacity; }