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#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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// qt_Matrix and qt_Opacity must always be both present
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// if the built-in vertex shader is used.
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mat4 qt_Matrix;
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float qt_Opacity;
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};
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layout(binding = 1) uniform sampler2D source;
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layout(binding = 2) uniform sampler2D maskSource;
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void main() {
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fragColor = texture(source, qt_TexCoord0.st) *
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(texture(maskSource, qt_TexCoord0.st).a) * qt_Opacity;
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}
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