#version 150 // Inputs uniform int orientation; uniform vec3 color_a; uniform vec3 color_b; // Standard inputs uniform vec2 ove_resolution; in vec2 ove_texcoord; out vec4 fragColor; void main(void) { float t; // This very roughly conforms to Qt::Orientation if (orientation == 1) { // Horizontal orientation t = ove_texcoord.x; } else { // Vertical orientation t = 1.0 - ove_texcoord.y; } fragColor = vec4(mix(color_a, color_b, t), 1.0); }