// 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 = 1) in vec2 shiftedSampleCoord; 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; vec2 shift; }; void main() { float a = smoothstep(alphaMin, alphaMax, texture(_qt_texture, sampleCoord).a); vec4 shifted = styleColor * smoothstep(alphaMin, alphaMax, texture(_qt_texture, shiftedSampleCoord).a); fragColor = mix(shifted, color, a); }