19 lines
No EOL
532 B
GLSL
19 lines
No EOL
532 B
GLSL
#version 450
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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(binding = 1) uniform sampler2D source1;
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layout(binding = 2) uniform sampler2D source2;
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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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float progress;
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};
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void main() {
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vec4 color1 = texture(source1, qt_TexCoord0);
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vec4 color2 = texture(source2, qt_TexCoord0);
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// Mix the two textures based on progress value
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fragColor = mix(color1, color2, progress) * qt_Opacity;
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} |