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-rw-r--r--src/effects/shaders_ng/conicalgradient_mask.frag25
1 files changed, 25 insertions, 0 deletions
diff --git a/src/effects/shaders_ng/conicalgradient_mask.frag b/src/effects/shaders_ng/conicalgradient_mask.frag
new file mode 100644
index 0000000..5c1f2ed
--- /dev/null
+++ b/src/effects/shaders_ng/conicalgradient_mask.frag
@@ -0,0 +1,25 @@
+#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;
+}