| #version 150 core |
| in vec2 qt_TexCoord0; |
| uniform sampler2D gradientSource; |
| uniform sampler2D maskSource; |
| uniform float qt_Opacity; |
| uniform float startAngle; |
| uniform vec2 center; |
| out vec4 fragColor; |
| |
| void main() { |
| float maskAlpha = texture(maskSource, qt_TexCoord0).a; |
| const float PI = 3.14159265; |
| const float PIx2inv = 0.1591549; |
| float a = (atan((center.y - qt_TexCoord0.t), (center.x - qt_TexCoord0.s)) + PI - startAngle) * PIx2inv; |
| fragColor = texture(gradientSource, vec2(0.0, fract(a))) * maskAlpha * qt_Opacity; |
| } |