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