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// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#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;
float relativeSizeX;
float relativeSizeY;
float spread;
vec4 color;
} ubuf;
float linearstep(float e0, float e1, float x)
{
return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
}
void main()
{
float alpha =
smoothstep(0.0, ubuf.relativeSizeX, 0.5 - abs(0.5 - qt_TexCoord0.x)) *
smoothstep(0.0, ubuf.relativeSizeY, 0.5 - abs(0.5 - qt_TexCoord0.y));
float spreadMultiplier = linearstep(ubuf.spread, 1.0 - ubuf.spread, alpha);
fragColor = ubuf.color * ubuf.qt_Opacity * spreadMultiplier * spreadMultiplier;
}