#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D source; void main() { lowp float r = mod(qt_TexCoord0.x * 10.0, 1.0); lowp float g = mod(qt_TexCoord0.y * 10.0, 1.0); lowp float b = qt_TexCoord0.x; fragColor = vec4(r, g, b, 1) * texture(source, qt_TexCoord0).a; }