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#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;
}
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