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-rw-r--r--src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_a_fwidth.frag31
1 files changed, 31 insertions, 0 deletions
diff --git a/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_a_fwidth.frag b/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_a_fwidth.frag
new file mode 100644
index 0000000000..478b217054
--- /dev/null
+++ b/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_a_fwidth.frag
@@ -0,0 +1,31 @@
+#version 440
+
+layout(location = 0) in vec2 sampleCoord;
+layout(location = 0) out vec4 fragColor;
+
+layout(binding = 1) uniform sampler2D _qt_texture;
+
+layout(std140, binding = 0) uniform buf {
+ mat4 matrix;
+ vec2 textureScale;
+ vec4 color;
+ float alphaMin;
+ float alphaMax;
+ // up to this point it must match distancefieldtext
+ vec4 styleColor;
+ float outlineAlphaMax0;
+ float outlineAlphaMax1;
+} ubuf;
+
+void main()
+{
+ float distance = texture(_qt_texture, sampleCoord).a;
+ float f = fwidth(distance);
+
+ // The outlineLimit is based on font size, but scales with the transform, so
+ // we can calculate it from the outline span.
+ float outlineLimit = (ubuf.outlineAlphaMax1 - ubuf.outlineAlphaMax0) / 2.0 + ubuf.outlineAlphaMax0;
+
+ fragColor = mix(ubuf.styleColor, ubuf.color, smoothstep(max(0.0, 0.5 - f), min(1.0, 0.5 + f), distance))
+ * smoothstep(max(0.0, outlineLimit - f), min(outlineLimit + f, 0.5 - f), distance);
+}