uniform mediump float angleBase; uniform mediump float angle; uniform mediump sampler2D src; uniform mediump float qt_Opacity; varying mediump vec2 coord; void main(){ mediump vec2 d=2.0*coord-vec2(1.0,1.0); mediump float a=atan(d.x,-d.y); mediump vec4 tex = texture2D(src, coord); gl_FragColor = (angleBase<=a && a<=angle) ? tex * qt_Opacity : tex * 0.0; }