#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D maskSource; layout(binding = 2) uniform sampler2D colorSource; void main() { fragColor = texture(maskSource, qt_TexCoord0).a * texture(colorSource, qt_TexCoord0.yx); }