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