#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 modelViewMatrix; mat4 projectionMatrix; vec4 color; vec2 textureScale; float dpr; // the above must stay compatible with textmask/8bittextmask vec4 styleColor; vec2 shift; } ubuf; void main() { float glyph = texture(_qt_texture, sampleCoord).r; float style = clamp(texture(_qt_texture, shiftedSampleCoord).r - glyph, 0.0, 1.0); fragColor = style * ubuf.styleColor + glyph * ubuf.color; }