uniform lowp sampler2D source; | |
uniform lowp sampler2D maskSource; | |
uniform lowp float qt_Opacity; | |
varying highp vec2 qt_TexCoord0; | |
varying highp vec2 qt_TexCoord1; | |
void main() { | |
lowp vec4 gradientColor = texture2D(source, qt_TexCoord1); | |
lowp float maskAlpha = texture2D(maskSource, qt_TexCoord0).a; | |
gl_FragColor = gradientColor * maskAlpha * qt_Opacity; | |
} |