#version 440 | |
layout(location = 0) in vec2 qt_TexCoord; | |
layout(location = 0) out vec4 fragColor; | |
layout(std140, binding = 0) uniform buf { | |
mat4 qt_Matrix; | |
float opacity; | |
} ubuf; | |
layout(binding = 1) uniform sampler2D qt_Texture; | |
void main() | |
{ | |
fragColor = texture(qt_Texture, qt_TexCoord) * ubuf.opacity; | |
} |