varying mediump vec2 qt_TexCoord0; uniform lowp sampler2D gradientSource; uniform lowp sampler2D maskSource; uniform highp float qt_Opacity; uniform highp float startAngle; uniform highp vec2 center; void main() { lowp float maskAlpha = texture2D(maskSource, qt_TexCoord0).a; const highp float PI = 3.14159265; const highp float PIx2inv = 0.1591549; highp float a = (atan((center.y - qt_TexCoord0.t), (center.x - qt_TexCoord0.s)) + PI - startAngle) * PIx2inv; gl_FragColor = texture2D(gradientSource, vec2(0.0, fract(a))) * maskAlpha * qt_Opacity; }