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18 lines
359 B
GLSL
18 lines
359 B
GLSL
#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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vec4 color;
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} ubuf;
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layout(binding = 2) uniform sampler2D maskSource;
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void main()
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{
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fragColor = ubuf.color * texture(maskSource, qt_TexCoord0).a * ubuf.qt_Opacity;
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}
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