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#version 440
layout(location = 0) in vec2 coord;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float angleBase;
float angle;
};
layout(binding = 1) uniform sampler2D src;
void main(){
mediump vec2 d=2.0*coord-vec2(1.0,1.0);
mediump float a=atan(d.x,-d.y);
mediump vec4 tex = texture(src, coord);
fragColor = (angleBase<=a && a<=angle) ? tex * qt_Opacity : tex * 0.0;
}
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