#version 440 layout(location = 0) in vec2 sampleCoord; layout(location = 1) in vec3 sampleFarLeft; layout(location = 2) in vec3 sampleNearLeft; layout(location = 3) in vec3 sampleNearRight; layout(location = 4) in vec3 sampleFarRight; 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 float fontScale; vec4 vecDelta; } ubuf; void main() { vec4 n; n.x = textureProj(_qt_texture, sampleFarLeft).a; n.y = textureProj(_qt_texture, sampleNearLeft).a; float c = texture(_qt_texture, sampleCoord).a; n.z = textureProj(_qt_texture, sampleNearRight).a; n.w = textureProj(_qt_texture, sampleFarRight).a; vec2 d = min(abs(n.yw - n.xz) * 2., 0.67); vec2 lo = mix(vec2(ubuf.alphaMin), vec2(0.5), d); vec2 hi = mix(vec2(ubuf.alphaMax), vec2(0.5), d); n = smoothstep(lo.xxyy, hi.xxyy, n); c = smoothstep(lo.x + lo.y, hi.x + hi.y, 2. * c); fragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * ubuf.color.w; }