1varying highp vec2 qt_TexCoord0;
2uniform highp float qt_Opacity;
3uniform lowp sampler2D source;
4uniform lowp sampler2D maskSource;
5void main(void) {
6    gl_FragColor = texture2D(source, qt_TexCoord0.st) * (texture2D(maskSource, qt_TexCoord0.st).a) * qt_Opacity;
7}
8