diff options
Diffstat (limited to 'src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext_a.frag')
-rw-r--r-- | src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext_a.frag | 40 |
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; +} |