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-rw-r--r--src/effects/shaders_ng/opacitymask_invert.frag19
1 files changed, 19 insertions, 0 deletions
diff --git a/src/effects/shaders_ng/opacitymask_invert.frag b/src/effects/shaders_ng/opacitymask_invert.frag
new file mode 100644
index 0000000..2506bdb
--- /dev/null
+++ b/src/effects/shaders_ng/opacitymask_invert.frag
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+#version 440
+
+layout(location = 0) in vec2 qt_TexCoord0;
+layout(location = 0) out vec4 fragColor;
+
+layout(std140, binding = 0) uniform buf {
+ // qt_Matrix and qt_Opacity must always be both present
+ // if the built-in vertex shader is used.
+ mat4 qt_Matrix;
+ float qt_Opacity;
+};
+
+layout(binding = 1) uniform sampler2D source;
+layout(binding = 2) uniform sampler2D maskSource;
+
+void main()
+{
+ fragColor = texture(source, qt_TexCoord0.st) * (1.0 - texture(maskSource, qt_TexCoord0.st).a) * qt_Opacity;
+}