#version 150 core in vec2 qt_TexCoord0; uniform float qt_Opacity; uniform sampler2D source; uniform vec4 color; out vec4 fragColor; void main() { vec4 pixelColor = texture(source, qt_TexCoord0); fragColor = vec4(mix(pixelColor.rgb/max(pixelColor.a, 0.00390625), color.rgb/max(color.a, 0.00390625), color.a) * pixelColor.a, pixelColor.a) * qt_Opacity; }