#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; }