#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; }