| #version 440 |
| |
| layout(location = 0) in vec2 qt_TexCoord0; |
| layout(location = 0) out vec4 fragColor; |
| |
| layout(std140, binding = 0) uniform buf { |
| mat4 qt_Matrix; |
| float qt_Opacity; |
| float relativeSizeX; |
| float relativeSizeY; |
| float spread; |
| vec4 color; |
| } ubuf; |
| |
| 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, ubuf.relativeSizeX, 0.5 - abs(0.5 - qt_TexCoord0.x)) * |
| smoothstep(0.0, ubuf.relativeSizeY, 0.5 - abs(0.5 - qt_TexCoord0.y)); |
| |
| float spreadMultiplier = linearstep(ubuf.spread, 1.0 - ubuf.spread, alpha); |
| fragColor = ubuf.color * ubuf.qt_Opacity * spreadMultiplier * spreadMultiplier; |
| } |