Triangles fade from bottom and behave better on antialiased mask edges
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14
trifade.frag
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14
trifade.frag
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@@ -0,0 +1,14 @@
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#version 440
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layout(location = 0) in vec2 coord;
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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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};
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layout(binding = 1) uniform sampler2D src;
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layout(binding = 2) uniform sampler2D mask;
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void main() {
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vec4 tex = texture(src, coord);
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float a = texture(mask, coord).a * tex.a * (1-coord.y);
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fragColor = vec4(tex.r * a, tex.g * a, tex.b * a, a);
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}
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