/*
* SPDX-FileCopyrightText: 2023 Mike Noe <noeerover@gmail.com>
*
* 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;
}