#version 440 layout(location=0) in vec2 qt_TexCoord0; layout(location=0) out vec4 fragColor; layout(std140, binding=0) uniform buf { mat4 qt_Matrix; float qt_Opacity; } ubuf; layout(binding=1) uniform sampler2D source; void main() { fragColor = texture(source, qt_TexCoord0) * ubuf.qt_Opacity; }