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// Copyright (C) 2024 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#version 440
layout(location = 0) in vec2 textureCoord;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D sourceTexture;
layout(std140, binding = 0) uniform buf {
#if QSHADER_VIEW_COUNT >= 2
mat4 qt_Matrix[QSHADER_VIEW_COUNT];
#else
mat4 qt_Matrix;
#endif
mat4 fillMatrix;
vec2 boundsSize;
float qt_Opacity;
} ubuf;
void main()
{
fragColor = texture(sourceTexture, textureCoord) * ubuf.qt_Opacity;
}