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#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;
}
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