blob: 89a3278086f257a3ca65546328bf4e5b3c72b754 [file] [log] [blame]
#version 150 core
in vec2 qt_TexCoord0;
uniform sampler2D gradientSource;
uniform float qt_Opacity;
uniform float startAngle;
uniform vec2 center;
out vec4 fragColor;
void main() {
const float PI = 3.14159265;
const float PIx2inv = 0.1591549;
float a = (atan((center.y - qt_TexCoord0.t), (center.x - qt_TexCoord0.s)) + PI - startAngle) * PIx2inv;
fragColor = texture(gradientSource, vec2(0.0, fract(a))) * qt_Opacity;
}