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#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
// qt_Matrix and qt_Opacity must always be both present
// if the built-in vertex shader is used.
mat4 qt_Matrix;
float qt_Opacity;
vec2 center;
float startAngle;
};
layout(binding = 1) uniform sampler2D gradientSource;
layout(binding = 2) uniform sampler2D maskSource;
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;
}
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