#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; vec4 tint; } ubuf; void main() { vec4 c = texture(source, qt_TexCoord0); float lo = min(min(c.x, c.y), c.z); float hi = max(max(c.x, c.y), c.z); fragColor = ubuf.qt_Opacity * vec4(mix(vec3(lo), vec3(hi), ubuf.tint.xyz), c.w); }