#version 150 core | |
in vec2 qt_TexCoord0; | |
uniform float qt_Opacity; | |
uniform sampler2D source; | |
uniform sampler2D maskSource; | |
uniform float threshold; | |
uniform float spread; | |
out vec4 fragColor; | |
void main(void) { | |
vec4 colorFragment = texture(source, qt_TexCoord0.st); | |
vec4 maskFragment = texture(maskSource, qt_TexCoord0.st); | |
fragColor = colorFragment * smoothstep(threshold * (1.0 + spread) - spread, threshold * (1.0 + spread), maskFragment.a) * qt_Opacity; | |
} |