dots/shell/shaders/mask.frag

25 lines
668 B
GLSL

#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D source;
layout(binding = 2) uniform sampler2D mask;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
};
void main() {
vec4 sourceColor = texture(source, qt_TexCoord0);
vec4 maskColor = texture(mask, qt_TexCoord0);
// Use the mask's luminance to determine opacity
float maskValue = dot(maskColor.rgb, vec3(0.299, 0.587, 0.114));
// Black areas of mask = transparent, white areas = opaque
sourceColor.a *= (1.0 - maskValue) * qt_Opacity;
fragColor = sourceColor;
}