blob: e48c78e49a0e75f8cb14b61c2d541acd8e5f1e8f [file] [log] [blame]
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) * (1.0 - texture2D(maskSource, qt_TexCoord0.st).a) * qt_Opacity;
}