// Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #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 { #if QSHADER_VIEW_COUNT >= 2 mat4 matrix[QSHADER_VIEW_COUNT]; #else mat4 matrix; #endif vec2 textureScale; vec4 color; float alphaMin; float alphaMax; // up to this point it must match distancefieldtext vec4 styleColor; float outlineAlphaMax0; float outlineAlphaMax1; }; void main() { float d = texture(_qt_texture, sampleCoord).r; float a = smoothstep(alphaMin, alphaMax, d); fragColor = step(1.0 - a, 1.0) * mix(styleColor, color, a) * smoothstep(outlineAlphaMax0, outlineAlphaMax1, d); }