uniform lowp sampler2D gradientImage; | |
uniform lowp sampler2D maskSource; | |
uniform lowp float qt_Opacity; | |
varying highp vec2 qt_TexCoord0; | |
varying highp vec2 qt_TexCoord1; | |
varying highp vec2 centerPoint; | |
void main() { | |
lowp vec4 gradientColor = texture2D(gradientImage, vec2(0.0, 2.0 * distance(qt_TexCoord1, centerPoint))); | |
lowp float maskAlpha = texture2D(maskSource, qt_TexCoord0).a; | |
gl_FragColor = gradientColor * maskAlpha * qt_Opacity; | |
} |