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17 lines
320 B
GLSL
17 lines
320 B
GLSL
#version 440
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layout(location = 0) in vec2 qt_TexCoord;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float opacity;
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} ubuf;
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layout(binding = 1) uniform sampler2D qt_Texture;
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void main()
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{
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fragColor = texture(qt_Texture, qt_TexCoord) * ubuf.opacity;
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}
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