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#version 440
layout(location = 0) in float vT;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
vec4 color;
float qt_Opacity;
float size;
float spread;
};
#define PI 3.14159265358979323846
void main(void)
{
float tt = smoothstep(spread, 1.0, sin(vT * PI));
fragColor = color * qt_Opacity * tt;
}
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