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#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;
int transparent;
};
layout(binding = 1) uniform sampler2D source;
layout(binding = 2) uniform sampler2D shadow;
layout(binding = 3) uniform sampler2D mask;
void main() {
fragColor = vec4(
((1 - transparent)* texture(source, qt_TexCoord0) * (1- texture(shadow, qt_TexCoord0))
+ transparent * texture(source, qt_TexCoord0)).rgb,
texture(source, qt_TexCoord0).a)
* texture(mask, qt_TexCoord0).a
* (1 - texture(shadow, qt_TexCoord0).a * transparent)
* qt_Opacity ;