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#version 150 core
in vec2 sampleCoord;
in vec2 sCoordUp;
in vec2 sCoordDown;
in vec2 sCoordLeft;
in vec2 sCoordRight;
out vec4 fragColor;
uniform sampler2D _qt_texture;
uniform vec4 color;
uniform vec4 styleColor;
void main()
{
float glyph = texture(_qt_texture, sampleCoord).r;
float outline = clamp(clamp(texture(_qt_texture, sCoordUp).r +
texture(_qt_texture, sCoordDown).r +
texture(_qt_texture, sCoordLeft).r +
texture(_qt_texture, sCoordRight).r,
0.0, 1.0) - glyph,
0.0, 1.0);
fragColor = outline * styleColor + glyph * color;
}
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