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// Copyright (C) 2025 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 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;
bool isAlpha;
bool isInverted;
};
layout(binding = 1) uniform sampler2D source;
layout(binding = 2) uniform sampler2D maskSource;
void main()
{
vec4 maskSample = texture(maskSource, qt_TexCoord0.st);
float maskVal = isAlpha ? maskSample.a
: 0.2126 * maskSample.r + 0.7152 * maskSample.g + 0.0722 * maskSample.b;
maskVal = isInverted ? (1 - maskVal) : maskVal;
fragColor = texture(source, qt_TexCoord0.st) * maskVal * qt_Opacity;
}
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