#version 150 core in vec2 sampleCoord; in vec2 shiftedSampleCoord; out vec4 color; uniform sampler2D _qt_texture; uniform vec4 color; uniform vec4 styleColor; void main() { float glyph = texture(_qt_texture, sampleCoord).a; float style = clamp(texture(_qt_texture, shiftedSampleCoord).r - glyph, 0.0, 1.0); fragColor = style * styleColor + glyph * color; }