#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 1) in vec2 qt_TexCoord1; layout(location = 2) in vec2 centerPoint; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; vec2 center; vec2 matrixData; float horizontalRatio; float verticalRatio; }; layout(binding = 1) uniform sampler2D gradientImage; layout(binding = 2) uniform sampler2D maskSource; void main() { vec4 gradientColor = texture(gradientImage, vec2(0.0, 2.0 * distance(qt_TexCoord1, centerPoint))); float maskAlpha = texture(maskSource, qt_TexCoord0).a; fragColor = gradientColor * maskAlpha * qt_Opacity; }