varying highp vec2 sampleCoord; varying highp vec2 shiftedSampleCoord; uniform sampler2D _qt_texture; uniform lowp vec4 color; uniform lowp vec4 styleColor; void main() { lowp float glyph = texture2D(_qt_texture, sampleCoord).a; lowp float style = clamp(texture2D(_qt_texture, shiftedSampleCoord).a - glyph, 0.0, 1.0); gl_FragColor = style * styleColor + glyph * color; }