varying highp vec2 sampleCoord; varying highp vec3 sampleFarLeft; varying highp vec3 sampleNearLeft; varying highp vec3 sampleNearRight; varying highp vec3 sampleFarRight; uniform sampler2D _qt_texture; uniform lowp vec4 color; uniform mediump float alphaMin; uniform mediump float alphaMax; void main() { highp vec4 n; n.x = texture2DProj(_qt_texture, sampleFarLeft).a; n.y = texture2DProj(_qt_texture, sampleNearLeft).a; highp float c = texture2D(_qt_texture, sampleCoord).a; n.z = texture2DProj(_qt_texture, sampleNearRight).a; n.w = texture2DProj(_qt_texture, sampleFarRight).a; #if 0 // Blurrier, faster. n = smoothstep(alphaMin, alphaMax, n); c = smoothstep(alphaMin, alphaMax, c); #else // Sharper, slower. highp vec2 d = min(abs(n.yw - n.xz) * 2., 0.67); highp vec2 lo = mix(vec2(alphaMin), vec2(0.5), d); highp 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); #endif gl_FragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w; } /* #extension GL_OES_standard_derivatives: enable varying highp vec2 sampleCoord; uniform sampler2D _qt_texture; uniform lowp vec4 color; uniform highp float alphaMin; uniform highp float alphaMax; void main() { highp vec2 delta = dFdx(sampleCoord); highp vec4 n; n.x = texture2D(_qt_texture, sampleCoord - 0.667 * delta).a; n.y = texture2D(_qt_texture, sampleCoord - 0.333 * delta).a; highp float c = texture2D(_qt_texture, sampleCoord).a; n.z = texture2D(_qt_texture, sampleCoord + 0.333 * delta).a; n.w = texture2D(_qt_texture, sampleCoord + 0.667 * delta).a; n = smoothstep(alphaMin, alphaMax, n); c = smoothstep(alphaMin, alphaMax, c); gl_FragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w; }; */