20 lines
466 B
GLSL
20 lines
466 B
GLSL
#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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};
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layout(binding = 1) uniform sampler2D shadow;
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layout(binding = 2) uniform sampler2D original;
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void main() {
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vec4 o = texture(original, qt_TexCoord0); // original
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if (o.a != 0.0)
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discard;
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vec4 s = texture(shadow, qt_TexCoord0); // shadow
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fragColor = s;
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}
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