12 lines
310 B
GLSL
12 lines
310 B
GLSL
#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D maskSource;
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layout(binding = 2) uniform sampler2D colorSource;
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void main() {
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fragColor = texture(maskSource, qt_TexCoord0).a * texture(colorSource, qt_TexCoord0.yx);
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}
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