#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D source; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; }; void main() { vec4 c = texture(source, qt_TexCoord0); if (c.a == 0.0) c = vec4(0, 0, 1, 1); fragColor = c * qt_Opacity; }