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-rw-r--r--src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_fwidth.frag13
1 files changed, 10 insertions, 3 deletions
diff --git a/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_fwidth.frag b/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_fwidth.frag
index 511bffb09a..8aa5326be0 100644
--- a/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_fwidth.frag
+++ b/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_fwidth.frag
@@ -1,3 +1,6 @@
+// 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 sampleCoord;
@@ -6,7 +9,11 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
+#if QSHADER_VIEW_COUNT >= 2
+ mat4 matrix[QSHADER_VIEW_COUNT];
+#else
mat4 matrix;
+#endif
vec2 textureScale;
vec4 color;
float alphaMin;
@@ -15,7 +22,7 @@ layout(std140, binding = 0) uniform buf {
vec4 styleColor;
float outlineAlphaMax0;
float outlineAlphaMax1;
-} ubuf;
+};
void main()
{
@@ -24,8 +31,8 @@ void main()
// 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;
+ float outlineLimit = (outlineAlphaMax1 - outlineAlphaMax0) / 2.0 + outlineAlphaMax0;
float a = smoothstep(max(0.0, 0.5 - f), min(1.0, 0.5 + f), distance);
- fragColor = step(1.0 - a, 1.0) * mix(ubuf.styleColor, ubuf.color, a) * smoothstep(max(0.0, outlineLimit - f), min(outlineLimit + f, 0.5 - f), distance);
+ fragColor = step(1.0 - a, 1.0) * mix(styleColor, color, a) * smoothstep(max(0.0, outlineLimit - f), min(outlineLimit + f, 0.5 - f), distance);
}