blob: f7495193a89cb7a303ecb5f1a05e2fe136f1f880 [file] [log] [blame]
#version 150 core
uniform float qt_Opacity;
uniform float relativeSizeX;
uniform float relativeSizeY;
uniform float spread;
uniform vec4 color;
in vec2 qt_TexCoord0;
out vec4 fragColor;
float linearstep(float e0, float e1, float x) {
return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}
void main() {
float alpha =
smoothstep(0.0, relativeSizeX, 0.5 - abs(0.5 - qt_TexCoord0.x)) *
smoothstep(0.0, relativeSizeY, 0.5 - abs(0.5 - qt_TexCoord0.y));
float spreadMultiplier = linearstep(spread, 1.0 - spread, alpha);
fragColor = color * qt_Opacity * spreadMultiplier * spreadMultiplier;
}