uniform highp float qt_Opacity; uniform mediump float relativeSizeX; uniform mediump float relativeSizeY; uniform mediump float spread; uniform lowp vec4 color; varying highp vec2 qt_TexCoord0; highp float linearstep(highp float e0, highp float e1, highp float x) { return clamp((x - e0) / (e1 - e0), 0.0, 1.0); } void main() { lowp float alpha = smoothstep(0.0, relativeSizeX, 0.5 - abs(0.5 - qt_TexCoord0.x)) * smoothstep(0.0, relativeSizeY, 0.5 - abs(0.5 - qt_TexCoord0.y)); highp float spreadMultiplier = linearstep(spread, 1.0 - spread, alpha); gl_FragColor = color * qt_Opacity * spreadMultiplier * spreadMultiplier; }