#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; vec4 color; }; layout(binding = 1) uniform sampler2D src; void main() { vec4 p = texture(src, qt_TexCoord0); if (p.a == 0) // Otherwise background is affected discard; fragColor = color * qt_Opacity; }