// Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause #version 440 layout(location = 0) in vec2 coords; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { float t; float y_dir; }; void main() { float i = 1.0 - (pow(abs(coords.x), 4.0) + pow(abs(coords.y), 4.0)); i = smoothstep(t - 0.8, t + 0.8, i); i = floor(i * 20.0) / 20.0; fragColor = vec4(coords * 0.5 + 0.5, i, i); }