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#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;
// up to this point it must match distancefieldtext
vec4 styleColor;
float outlineAlphaMax0;
float outlineAlphaMax1;
} ubuf;
void main()
{
float d = texture(_qt_texture, sampleCoord).r;
float a = smoothstep(ubuf.alphaMin, ubuf.alphaMax, d);
fragColor = step(1.0 - a, 1.0) * mix(ubuf.styleColor, ubuf.color, a)
* smoothstep(ubuf.outlineAlphaMax0, ubuf.outlineAlphaMax1, d);
}
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