#version 440 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; vec2 pos; float radius; vec4 color; float dpi; } ubuf; layout(binding = 2) uniform sampler2D maskSource; void main() { if (distance(gl_FragCoord.xy / ubuf.dpi, ubuf.pos + ubuf.radius) < ubuf.radius) fragColor = ubuf.color * texture(maskSource, qt_TexCoord0).a * ubuf.qt_Opacity; else fragColor = texture(maskSource, qt_TexCoord0).rgba * ubuf.qt_Opacity; }