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uniform lowp sampler2D gradientImage;
uniform lowp float qt_Opacity;
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)));
gl_FragColor = gradientColor * qt_Opacity;
}
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