| #version 150 core |
| uniform float qt_Opacity; |
| uniform float relativeSizeX; |
| uniform float relativeSizeY; |
| uniform float spread; |
| uniform vec4 color; |
| in vec2 qt_TexCoord0; |
| out vec4 fragColor; |
| |
| 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, relativeSizeX, 0.5 - abs(0.5 - qt_TexCoord0.x)) * |
| smoothstep(0.0, relativeSizeY, 0.5 - abs(0.5 - qt_TexCoord0.y)); |
| |
| float spreadMultiplier = linearstep(spread, 1.0 - spread, alpha); |
| fragColor = color * qt_Opacity * spreadMultiplier * spreadMultiplier; |
| } |