#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 distance = texture(_qt_texture, sampleCoord).r; float f = fwidth(distance); // The outlineLimit is based on font size, but scales with the transform, so // we can calculate it from the outline span. float outlineLimit = (ubuf.outlineAlphaMax1 - ubuf.outlineAlphaMax0) / 2.0 + ubuf.outlineAlphaMax0; float a = smoothstep(max(0.0, 0.5 - f), min(1.0, 0.5 + f), distance); fragColor = step(1.0 - a, 1.0) * mix(ubuf.styleColor, ubuf.color, a) * smoothstep(max(0.0, outlineLimit - f), min(outlineLimit + f, 0.5 - f), distance); }