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