varying mediump vec2 qt_TexCoord0; | |
uniform highp float qt_Opacity; | |
uniform lowp sampler2D source; | |
uniform highp vec4 color; | |
void main() { | |
highp vec4 pixelColor = texture2D(source, qt_TexCoord0); | |
gl_FragColor = vec4(mix(pixelColor.rgb/max(pixelColor.a, 0.00390625), color.rgb/max(color.a, 0.00390625), color.a) * pixelColor.a, pixelColor.a) * qt_Opacity; | |
} |