// Copyright (C) 2024 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #version 440 layout(location = 0) in vec2 textureCoord; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D sourceTexture; layout(std140, binding = 0) uniform buf { #if QSHADER_VIEW_COUNT >= 2 mat4 qt_Matrix[QSHADER_VIEW_COUNT]; #else mat4 qt_Matrix; #endif mat4 fillMatrix; vec2 boundsSize; float qt_Opacity; } ubuf; void main() { fragColor = texture(sourceTexture, textureCoord) * ubuf.qt_Opacity; }