linphone-desktop/Linphone/data/shaders/opacityMask.frag
2024-04-22 18:16:32 +02:00

16 lines
406 B
GLSL

#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;
};
layout(binding = 1) uniform sampler2D source;
layout(binding = 2) uniform sampler2D maskSource;
void main() {
fragColor = texture(source, qt_TexCoord0.st) * (texture(maskSource, qt_TexCoord0.st).a) * qt_Opacity;
}