varying highp vec2 sampleCoord; | |
uniform mediump sampler2D _qt_texture; | |
uniform lowp vec4 color; | |
uniform mediump float alphaMin; | |
uniform mediump float alphaMax; | |
void main() | |
{ | |
gl_FragColor = color * smoothstep(alphaMin, | |
alphaMax, | |
texture2D(_qt_texture, sampleCoord).a); | |
} |