1uniform lowp sampler2D source; 2uniform lowp sampler2D maskSource; 3uniform lowp float qt_Opacity; 4varying highp vec2 qt_TexCoord0; 5varying highp vec2 qt_TexCoord1; 6 7void main() { 8 lowp vec4 gradientColor = texture2D(source, qt_TexCoord1); 9 lowp float maskAlpha = texture2D(maskSource, qt_TexCoord0).a; 10 gl_FragColor = gradientColor * maskAlpha * qt_Opacity; 11} 12