#version 450 layout(location = 0) in vec2 qt_TexCoord0; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D source; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float qt_Opacity; float imageOpacity; } ubuf; void main() { // Center coordinates around (0, 0) vec2 uv = qt_TexCoord0 - 0.5; // Calculate distance from center float distance = length(uv); // Create circular mask - anything beyond radius 0.5 is transparent float mask = 1.0 - smoothstep(0.48, 0.52, distance); // Sample the texture vec4 color = texture(source, qt_TexCoord0); // Apply the circular mask and opacity float finalAlpha = color.a * mask * ubuf.imageOpacity * ubuf.qt_Opacity; fragColor = vec4(color.rgb * finalAlpha, finalAlpha); }