#version 150 core | |
in vec2 qt_TexCoord0; | |
uniform float qt_Opacity; | |
uniform sampler2D source; | |
uniform sampler2D maskSource; | |
out vec4 fragColor; | |
void main(void) { | |
fragColor = texture(source, qt_TexCoord0.st) * (texture(maskSource, qt_TexCoord0.st).a) * qt_Opacity; | |
} |