#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; vec4 bgcol; }; layout(binding = 1) uniform sampler2D source; void main() { vec4 p = texture(source, qt_TexCoord0); if ( p.r == bgcol.r && p.g == bgcol.g && p.b == bgcol.b ) { fragColor = vec4(0, 0, 0, 0); } else { fragColor = p; } }