uniform lowp sampler2D gradientImage; uniform lowp sampler2D maskSource; uniform lowp float qt_Opacity; varying highp vec2 qt_TexCoord0; varying highp vec2 qt_TexCoord1; varying highp vec2 centerPoint; void main() { lowp vec4 gradientColor = texture2D(gradientImage, vec2(0.0, 2.0 * distance(qt_TexCoord1, centerPoint))); lowp float maskAlpha = texture2D(maskSource, qt_TexCoord0).a; gl_FragColor = gradientColor * maskAlpha * qt_Opacity; }