Newer
Older
#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 = texture(source, qt_TexCoord0)
* texture(mask, qt_TexCoord0).a
* (1 - texture(shadow, qt_TexCoord0).a * transparent)
* qt_Opacity ;
}