// 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 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 = (outlineAlphaMax1 - outlineAlphaMax0) / 2.0 + 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(styleColor, color, a) * smoothstep(max(0.0, outlineLimit - f), min(outlineLimit + f, 0.5 - f), distance); }