#version 440 layout(location = 0) in vec2 sampleCoord; layout(location = 1) in vec2 sCoordUp; layout(location = 2) in vec2 sCoordDown; layout(location = 3) in vec2 sCoordLeft; layout(location = 4) in vec2 sCoordRight; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D _qt_texture; layout(std140, binding = 0) uniform buf { // must match styledtext mat4 matrix; vec4 color; vec2 textureScale; float dpr; vec4 styleColor; vec2 shift; } ubuf; void main() { float glyph = texture(_qt_texture, sampleCoord).a; // take .a instead of .r float outline = clamp(clamp(texture(_qt_texture, sCoordUp).a + texture(_qt_texture, sCoordDown).a + texture(_qt_texture, sCoordLeft).a + texture(_qt_texture, sCoordRight).a, 0.0, 1.0) - glyph, 0.0, 1.0); fragColor = outline * ubuf.styleColor; }