#version 150 core | |
uniform sampler2D gradientImage; | |
uniform sampler2D maskSource; | |
uniform float qt_Opacity; | |
in vec2 qt_TexCoord0; | |
in vec2 qt_TexCoord1; | |
in vec2 centerPoint; | |
out vec4 fragColor; | |
void main() { | |
vec4 gradientColor = texture(gradientImage, vec2(0.0, 2.0 * distance(qt_TexCoord1, centerPoint))); | |
float maskAlpha = texture(maskSource, qt_TexCoord0).a; | |
fragColor = gradientColor * maskAlpha * qt_Opacity; | |
} |