#version 440 | |
layout(location = 0) in vec2 qt_TexCoord0; | |
layout(location = 0) out vec4 fragColor; | |
layout(std140, binding = 0) uniform qt_buf { | |
mat4 qt_Matrix; | |
float qt_Opacity; | |
} qt_ubuf; | |
layout(binding = 1) uniform sampler2D source; | |
void main() | |
{ | |
fragColor = texture(source, qt_TexCoord0) * qt_ubuf.qt_Opacity; | |
} |