#version 440 layout(location = 0) in vec2 sampleCoord; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D _qt_texture; layout(std140, binding = 0) uniform buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; // up to this point it must match distancefieldtext vec4 styleColor; float outlineAlphaMax0; float outlineAlphaMax1; } ubuf; void main() { float d = texture(_qt_texture, sampleCoord).r; fragColor = mix(ubuf.styleColor, ubuf.color, smoothstep(ubuf.alphaMin, ubuf.alphaMax, d)) * smoothstep(ubuf.outlineAlphaMax0, ubuf.outlineAlphaMax1, d); }