#version 150 core in vec3 sampleNearLeft; in vec3 sampleNearRight; out vec4 fragColor; uniform sampler2D _qt_texture; uniform vec4 color; uniform float alphaMin; uniform float alphaMax; void main() { vec2 n; n.x = textureProj(_qt_texture, sampleNearLeft).r; n.y = textureProj(_qt_texture, sampleNearRight).r; n = smoothstep(alphaMin, alphaMax, n); float c = 0.5 * (n.x + n.y); fragColor = vec4(n.x, c, n.y, c) * color.w; }