| varying mediump vec2 qt_TexCoord0; |
| uniform lowp sampler2D gradientSource; |
| uniform lowp sampler2D maskSource; |
| uniform highp float qt_Opacity; |
| uniform highp float startAngle; |
| uniform highp vec2 center; |
| |
| void main() { |
| lowp float maskAlpha = texture2D(maskSource, qt_TexCoord0).a; |
| const highp float PI = 3.14159265; |
| const highp float PIx2inv = 0.1591549; |
| highp float a = (atan((center.y - qt_TexCoord0.t), (center.x - qt_TexCoord0.s)) + PI - startAngle) * PIx2inv; |
| gl_FragColor = texture2D(gradientSource, vec2(0.0, fract(a))) * maskAlpha * qt_Opacity; |
| } |