BaseUI/qml/shaders/clock.frag
Stefano Moretti 11606b8f39 Heavy changes
2023-04-21 18:07:17 +02:00

24 lines
581 B
GLSL

#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;
}