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2025-12-05 13:40:20 +01:00

20 lines
523 B
GLSL

#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D source;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
vec4 inColor;
vec4 outColor;
float threshold;
};
void main() {
vec4 sourceColor = texture(source, qt_TexCoord0);
fragColor = mix(vec4(outColor.rgb, 1.0) * sourceColor.a, sourceColor, step(threshold, distance(sourceColor.rgb / sourceColor.a, inColor.rgb))) * qt_Opacity;
}