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-rw-r--r--src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.frag15
1 files changed, 11 insertions, 4 deletions
diff --git a/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.frag b/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.frag
index 723227a04d..fc3d04cb60 100644
--- a/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.frag
+++ b/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.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;
@@ -11,7 +14,11 @@ 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;
@@ -19,7 +26,7 @@ layout(std140, binding = 0) uniform buf {
// up to this point it must match distancefieldtext
float fontScale;
vec4 vecDelta;
-} ubuf;
+};
void main()
{
@@ -31,10 +38,10 @@ void main()
n.w = textureProj(_qt_texture, sampleFarRight).r;
vec2 d = min(abs(n.yw - n.xz) * 2., 0.67);
- vec2 lo = mix(vec2(ubuf.alphaMin), vec2(0.5), d);
- vec2 hi = mix(vec2(ubuf.alphaMax), vec2(0.5), d);
+ vec2 lo = mix(vec2(alphaMin), vec2(0.5), d);
+ vec2 hi = mix(vec2(alphaMax), vec2(0.5), d);
n = smoothstep(lo.xxyy, hi.xxyy, n);
c = smoothstep(lo.x + lo.y, hi.x + hi.y, 2. * c);
- fragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * ubuf.color.w;
+ fragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w;
}