// Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #version 440 layout(location = 0) out vec4 fragColor; layout(location = 0) in vec3 barycentric; layout(std140, binding = 0) uniform buf { #if QSHADER_VIEW_COUNT >= 2 mat4 qt_Matrix[QSHADER_VIEW_COUNT]; #else mat4 qt_Matrix; #endif } ubuf; void main() { float f = min(barycentric.x, min(barycentric.y, barycentric.z)); float d = fwidth(f * 1.5); float alpha = smoothstep(0.0, d, f); //alpha = 1.0 - step(0.5, barycentric.x); fragColor = vec4(1.0, 0.2, 1.0, 1.0) * (1.0 - alpha); }