#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 distance = texture(_qt_texture, sampleCoord).a; float f = fwidth(distance); float a = smoothstep(0.5 - f, 0.5 + f, distance); float shiftedDistance = texture(_qt_texture, shiftedSampleCoord).a; float shiftedF = fwidth(shiftedDistance); float shiftedA = smoothstep(0.5 - shiftedF, 0.5 + shiftedF, shiftedDistance); vec4 shifted = ubuf.styleColor * shiftedA; fragColor = mix(shifted, ubuf.color, a); }