#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; }