#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 ; }