| uniform highp float qt_Opacity; |
| uniform mediump float relativeSizeX; |
| uniform mediump float relativeSizeY; |
| uniform mediump float spread; |
| uniform lowp vec4 color; |
| varying highp vec2 qt_TexCoord0; |
| |
| highp float linearstep(highp float e0, highp float e1, highp float x) { |
| return clamp((x - e0) / (e1 - e0), 0.0, 1.0); |
| } |
| |
| void main() { |
| lowp 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)); |
| |
| highp float spreadMultiplier = linearstep(spread, 1.0 - spread, alpha); |
| gl_FragColor = color * qt_Opacity * spreadMultiplier * spreadMultiplier; |
| } |