#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 1) in vec2 qt_TexCoord1; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; vec2 startPoint; vec2 matrixData; float l; }; layout(binding = 1) uniform sampler2D source; layout(binding = 2) uniform sampler2D maskSource; void main() { vec4 gradientColor = texture(source, qt_TexCoord1); float maskAlpha = texture(maskSource, qt_TexCoord0).a; fragColor = gradientColor * maskAlpha * qt_Opacity; }