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#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D source;
void main() {
lowp float r = mod(qt_TexCoord0.x * 10.0, 1.0);
lowp float g = mod(qt_TexCoord0.y * 10.0, 1.0);
lowp float b = qt_TexCoord0.x;
fragColor = vec4(r, g, b, 1) * texture(source, qt_TexCoord0).a;
}
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