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