uniform highp vec2 pixelSize; uniform highp mat4 qt_Matrix; uniform lowp float opacity; attribute highp vec4 vertex; attribute highp vec2 multiTexCoord; attribute highp vec2 vertexOffset; attribute highp vec2 texCoordOffset; varying highp vec2 texCoord; varying lowp float vertexOpacity; void main() { highp vec4 pos = qt_Matrix * vertex; gl_Position = pos; texCoord = multiTexCoord; if (vertexOffset.x != 0.) { highp vec4 delta = qt_Matrix[0] * vertexOffset.x; highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w; highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize); dir -= ndir * delta.w * pos.w; highp float numerator = dot(dir, ndir * pos.w * pos.w); highp float scale = 0.0; if (numerator < 0.0) scale = 1.0; else scale = min(1.0, numerator / dot(dir, dir)); gl_Position += scale * delta; texCoord.x += scale * texCoordOffset.x; } if (vertexOffset.y != 0.) { highp vec4 delta = qt_Matrix[1] * vertexOffset.y; highp vec2 dir = delta.xy * pos.w - pos.xy * delta.w; highp vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize); dir -= ndir * delta.w * pos.w; highp float numerator = dot(dir, ndir * pos.w * pos.w); highp float scale = 0.0; if (numerator < 0.0) scale = 1.0; else scale = min(1.0, numerator / dot(dir, dir)); gl_Position += scale * delta; texCoord.y += scale * texCoordOffset.y; } bool onEdge = any(notEqual(vertexOffset, vec2(0.))); bool outerEdge = all(equal(texCoordOffset, vec2(0.))); vertexOpacity = onEdge && outerEdge ? 0. : opacity; }