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-rw-r--r--src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext_a.frag40
1 files changed, 40 insertions, 0 deletions
diff --git a/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext_a.frag b/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext_a.frag
new file mode 100644
index 0000000000..a9d56f6380
--- /dev/null
+++ b/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext_a.frag
@@ -0,0 +1,40 @@
+#version 440
+
+layout(location = 0) in vec2 sampleCoord;
+layout(location = 1) in vec3 sampleFarLeft;
+layout(location = 2) in vec3 sampleNearLeft;
+layout(location = 3) in vec3 sampleNearRight;
+layout(location = 4) in vec3 sampleFarRight;
+
+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
+ float fontScale;
+ vec4 vecDelta;
+} ubuf;
+
+void main()
+{
+ vec4 n;
+ n.x = textureProj(_qt_texture, sampleFarLeft).a;
+ n.y = textureProj(_qt_texture, sampleNearLeft).a;
+ float c = texture(_qt_texture, sampleCoord).a;
+ n.z = textureProj(_qt_texture, sampleNearRight).a;
+ n.w = textureProj(_qt_texture, sampleFarRight).a;
+
+ 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);
+ 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;
+}