#version 450 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D source1; layout(binding = 2) uniform sampler2D source2; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; float fade; }; void main() { vec4 color1 = texture(source1, qt_TexCoord0); vec4 color2 = texture(source2, qt_TexCoord0); // Smooth cross-fade using smoothstep for better visual quality float smoothFade = smoothstep(0.0, 1.0, fade); // Mix the two textures based on fade value fragColor = mix(color1, color2, smoothFade) * qt_Opacity; }