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#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D sourceA;
layout(binding = 2) uniform sampler2D sourceB;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float delta;
};
void main() {
vec4 tex = vec4(qt_TexCoord0.x, qt_TexCoord0.y * 2.0, qt_TexCoord0.x, (qt_TexCoord0.y-0.5) * 2.0);
float shade = clamp(delta*2.0, 0.5, 1.0);
vec4 col;
if (qt_TexCoord0.y < 0.5) {
col = texture(sourceA, tex.xy) * (shade);
} else {
col = texture(sourceB, tex.zw) * (1.5 - shade);
col.w = 1.0;
}
fragColor = col * qt_Opacity;
}
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