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-rw-r--r--src/quick/scenegraph/shaders_ng/distancefieldshiftedtext_a_fwidth.frag40
1 files changed, 40 insertions, 0 deletions
diff --git a/src/quick/scenegraph/shaders_ng/distancefieldshiftedtext_a_fwidth.frag b/src/quick/scenegraph/shaders_ng/distancefieldshiftedtext_a_fwidth.frag
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+++ b/src/quick/scenegraph/shaders_ng/distancefieldshiftedtext_a_fwidth.frag
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+// 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;
+layout(location = 1) in vec2 shiftedSampleCoord;
+
+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;
+ float alphaMax;
+ // up to this point it must match distancefieldtext
+ vec4 styleColor;
+ vec2 shift;
+};
+
+void main()
+{
+ float distance = texture(_qt_texture, sampleCoord).a;
+ float f = fwidth(distance);
+ float a = smoothstep(0.5 - f, 0.5 + f, distance);
+
+ float shiftedDistance = texture(_qt_texture, shiftedSampleCoord).a;
+ float shiftedF = fwidth(shiftedDistance);
+ float shiftedA = smoothstep(0.5 - shiftedF, 0.5 + shiftedF, shiftedDistance);
+
+ vec4 shifted = styleColor * shiftedA;
+ fragColor = mix(shifted, color, a);
+}