#version 150 core uniform sampler2D gradientImage; uniform float qt_Opacity; 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))); fragColor = gradientColor * qt_Opacity; }