#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; float threshold; float spread; }; layout(binding = 1) uniform sampler2D source; layout(binding = 2) uniform sampler2D maskSource; void main() { vec4 colorFragment = texture(source, qt_TexCoord0.st); vec4 maskFragment = texture(maskSource, qt_TexCoord0.st); fragColor = colorFragment * smoothstep(threshold * (1.0 + spread) - spread, threshold * (1.0 + spread), maskFragment.a) * qt_Opacity; }