#version 440 layout(location = 0) in vec2 sampleCoord; layout(location = 1) in vec2 shiftedSampleCoord; 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; vec2 shift; } ubuf; void main() { float a = smoothstep(ubuf.alphaMin, ubuf.alphaMax, texture(_qt_texture, sampleCoord).a); vec4 shifted = ubuf.styleColor * smoothstep(ubuf.alphaMin, ubuf.alphaMax, texture(_qt_texture, shiftedSampleCoord).a); fragColor = mix(shifted, ubuf.color, a); }