#version 440

layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;

layout(std140, binding = 0) uniform buf {
    // qt_Matrix and qt_Opacity must always be both present
    // if the built-in vertex shader is used.
    mat4 qt_Matrix;
    float qt_Opacity;
    vec4 color;
};

layout(binding = 1) uniform sampler2D source;

void main()
{
    vec4 pixelColor = texture(source, qt_TexCoord0);
    fragColor = vec4(mix(pixelColor.rgb/max(pixelColor.a, 0.00390625), color.rgb/max(color.a, 0.00390625), color.a) * pixelColor.a, pixelColor.a) * qt_Opacity;
}