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