#version 150 core uniform sampler2D source; uniform sampler2D maskSource; uniform float qt_Opacity; in vec2 qt_TexCoord0; in vec2 qt_TexCoord1; out vec4 fragColor; void main() { vec4 gradientColor = texture(source, qt_TexCoord1); float maskAlpha = texture(maskSource, qt_TexCoord0).a; fragColor = gradientColor * maskAlpha * qt_Opacity; }