#version 150 core in vec2 sampleCoord; in vec3 sampleFarLeft; in vec3 sampleNearLeft; in vec3 sampleNearRight; in vec3 sampleFarRight; out vec4 fragColor; uniform sampler2D _qt_texture; uniform vec4 color; uniform float alphaMin; uniform float alphaMax; void main() { vec4 n; n.x = textureProj(_qt_texture, sampleFarLeft).r; n.y = textureProj(_qt_texture, sampleNearLeft).r; float c = texture(_qt_texture, sampleCoord).r; n.z = textureProj(_qt_texture, sampleNearRight).r; n.w = textureProj(_qt_texture, sampleFarRight).r; vec2 d = min(abs(n.yw - n.xz) * 2., 0.67); 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) * color.w; }