// 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; }