#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform qt_buf { mat4 qt_Matrix; float qt_Opacity; } qt_ubuf; layout(binding = 1) uniform sampler2D source; void main() { fragColor = texture(source, qt_TexCoord0) * qt_ubuf.qt_Opacity; }