#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; } ubuf; void main() { float distance = texture(_qt_texture, sampleCoord).a; float f = fwidth(distance); fragColor = ubuf.color * smoothstep(max(0.0, 0.5 - f), min(1.0, 0.5 + f), distance); }