Files
z-bar-qt/assets/shaders/opacitymask.frag
2026-02-04 14:11:30 +01:00

20 lines
516 B
GLSL

#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
// qt_Matrix and qt_Opacity must always be both present
// if the built-in vertex shader is used.
mat4 qt_Matrix;
float qt_Opacity;
};
layout(binding = 1) uniform sampler2D source;
layout(binding = 2) uniform sampler2D maskSource;
void main() {
fragColor = texture(source, qt_TexCoord0.st) *
(texture(maskSource, qt_TexCoord0.st).a) * qt_Opacity;
}