#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { // qt_Matrix and qt_Opacity must always be both present // if the built-in vertex shader is used. mat4 qt_Matrix; float qt_Opacity; }; layout(binding = 1) uniform sampler2D source; layout(binding = 2) uniform sampler2D maskSource; void main() { if (texture(maskSource, qt_TexCoord0.st).a == 0.0) { fragColor = vec4(0); } else { fragColor = texture(source, qt_TexCoord0.st); } //fragColor = texture(source, qt_TexCoord0.st) // * (texture(maskSource, qt_TexCoord0.st).a) // * qt_Opacity; }